diff --git a/package.json b/package.json index 6fa7c4cfe0..61b4a5378c 100755 --- a/package.json +++ b/package.json @@ -153,7 +153,7 @@ "postcss": "^8.4.16", "qrcode.react": "^3.1.0", "react-json-view": "^1.21.3", - "three": "0.148.0", + "three": "0.150.1", "ts-node": "10.8.2", "typescript": "4.9.5", "vite-plugin-node": "^1.0.0", diff --git a/packages/client-core/package.json b/packages/client-core/package.json index bc95cef664..62e36bda5d 100755 --- a/packages/client-core/package.json +++ b/packages/client-core/package.json @@ -84,7 +84,7 @@ "@types/react": "18.0.19", "@types/react-router-dom": "5.3.3", "@types/styled-components": "5.1.24", - "@types/three": "0.148.0", + "@types/three": "0.149.0", "css-modules-require-hook": "4.2.3", "esbuild": "0.16.9", "mocha": "10.0.0", diff --git a/packages/editor/package.json b/packages/editor/package.json index a8aa4e6214..5264b00195 100755 --- a/packages/editor/package.json +++ b/packages/editor/package.json @@ -73,7 +73,7 @@ "@types/react-dom": "18.0.0", "@types/react-router-dom": "5.3.3", "@types/styled-components": "5.1.24", - "@types/three": "0.148.0", + "@types/three": "0.149.0", "@types/uuid": "^8.3.4", "esbuild": "0.16.9", "mocha": "10.0.0", diff --git a/packages/editor/src/components/geometry/GeometryEditor.tsx b/packages/editor/src/components/geometry/GeometryEditor.tsx index 1624c9fb3c..88a0eca4b2 100644 --- a/packages/editor/src/components/geometry/GeometryEditor.tsx +++ b/packages/editor/src/components/geometry/GeometryEditor.tsx @@ -1,6 +1,6 @@ import { useCallback, useEffect } from 'react' import React from 'react' -import { BufferGeometry } from 'three' +import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute } from 'three' import { useHookstate } from '@etherealengine/hyperflux' @@ -21,7 +21,7 @@ export default function GeometryEditor({ geometry }: { ['geometry']: BufferGeome name: attribName, count: attrib.count, itemSize: attrib.itemSize, - normalized: attrib.normalized + normalized: (attrib as BufferAttribute | InterleavedBufferAttribute).normalized })) }), [updateGeo] diff --git a/packages/editor/src/lightmapper/AutoUV2.tsx b/packages/editor/src/lightmapper/AutoUV2.tsx index 1b87b3b57d..6badc1c2ca 100644 --- a/packages/editor/src/lightmapper/AutoUV2.tsx +++ b/packages/editor/src/lightmapper/AutoUV2.tsx @@ -1,5 +1,6 @@ import potpack, { PotpackBox } from 'potpack' import * as THREE from 'three' +import { BufferAttribute, InterleavedBufferAttribute } from 'three' const tmpOrigin = new THREE.Vector3() const tmpU = new THREE.Vector3() @@ -45,11 +46,11 @@ function findVertex( } function convertGeometryToIndexed(buffer: THREE.BufferGeometry) { - const posArray = buffer.attributes.position.array + const posArray = (buffer.attributes.position as BufferAttribute | InterleavedBufferAttribute).array const posVertexCount = Math.floor(posArray.length / 3) const faceCount = Math.floor(posVertexCount / 3) - const normalArray = buffer.attributes.normal.array + const normalArray = (buffer.attributes.normal as BufferAttribute | InterleavedBufferAttribute).array // fill out a group index lookup to keep faces separate by material const origGroups = buffer.groups || [] @@ -167,8 +168,8 @@ export function computeAutoUV2Layout( const indexArray = indexAttr.array const faceCount = Math.floor(indexArray.length / 3) - const posArray = buffer.attributes.position.array - const normalArray = buffer.attributes.normal.array + const posArray = (buffer.attributes.position as BufferAttribute | InterleavedBufferAttribute).array + const normalArray = (buffer.attributes.normal as BufferAttribute | InterleavedBufferAttribute).array const vertexBoxMap: (AutoUVBox | undefined)[] = new Array(posArray.length / 3) diff --git a/packages/editor/src/lightmapper/lightProbe.ts b/packages/editor/src/lightmapper/lightProbe.ts index af629b2008..e6d195e283 100644 --- a/packages/editor/src/lightmapper/lightProbe.ts +++ b/packages/editor/src/lightmapper/lightProbe.ts @@ -1,4 +1,5 @@ import * as THREE from 'three' +import { BufferAttribute, InterleavedBufferAttribute } from 'three' const tmpOrigin = new THREE.Vector3() const tmpU = new THREE.Vector3() @@ -280,8 +281,8 @@ export async function withLightProbe( // read vertex position for this face and interpolate along U and V axes const origIndexArray = originalBuffer.index.array - const origPosArray = originalBuffer.attributes.position.array - const origNormalArray = originalBuffer.attributes.normal.array + const origPosArray = (originalBuffer.attributes.position as BufferAttribute | InterleavedBufferAttribute).array + const origNormalArray = (originalBuffer.attributes.normal as BufferAttribute | InterleavedBufferAttribute).array // get face vertex positions const faceVertexBase = faceIndex * 3 diff --git a/packages/engine/package.json b/packages/engine/package.json index d8e902bcbc..4d35f55f33 100644 --- a/packages/engine/package.json +++ b/packages/engine/package.json @@ -52,7 +52,7 @@ "screen-space-reflections": "^2.5.0", "sharp": "^0.30.7", "simplex-noise": "^3.0.0", - "three": "0.148.0", + "three": "0.150.1", "three-mesh-bvh": "^0.5.0", "three.quarks": "0.8.6", "ts-matches": "5.3.0", @@ -67,7 +67,7 @@ "@types/offscreencanvas": "2019.6.4", "@types/proxyquire": "^1.3.28", "@types/sinon": "10.0.11", - "@types/three": "0.148.0", + "@types/three": "0.149.0", "jsdom": "19.0.0", "jsdom-global": "3.0.2", "mocha": "10.0.0", diff --git a/packages/engine/src/assets/classes/BatchedMesh.ts b/packages/engine/src/assets/classes/BatchedMesh.ts index f25ffebe51..b200eac9d6 100644 --- a/packages/engine/src/assets/classes/BatchedMesh.ts +++ b/packages/engine/src/assets/classes/BatchedMesh.ts @@ -3,6 +3,7 @@ import { BufferGeometry, DataTexture, FloatType, + InterleavedBufferAttribute, Material, MathUtils, Matrix4, @@ -243,8 +244,8 @@ class BatchedMesh extends Mesh { // @TODO: Error handling if exceeding maxVertexCount or maxIndexCount for (const attributeName in geometry.attributes) { - const srcAttribute = geometry.getAttribute(attributeName) - const dstAttribute = this.geometry.getAttribute(attributeName) + const srcAttribute = geometry.getAttribute(attributeName) as BufferAttribute | InterleavedBufferAttribute + const dstAttribute = this.geometry.getAttribute(attributeName) as BufferAttribute | InterleavedBufferAttribute ;(dstAttribute.array as Float32Array).set(srcAttribute.array, this._vertexCount * dstAttribute.itemSize) dstAttribute.needsUpdate = true } @@ -261,7 +262,7 @@ class BatchedMesh extends Mesh { const geometryId = this._geometryCount this._geometryCount++ - const idAttribute = this.geometry.getAttribute('id') + const idAttribute = this.geometry.getAttribute('id') as BufferAttribute | InterleavedBufferAttribute for (let i = 0; i < srcPositionAttribute.count; i++) { idAttribute.setX(this._vertexCount + i, geometryId) diff --git a/packages/engine/src/assets/csm/CSMHelper.ts b/packages/engine/src/assets/csm/CSMHelper.ts index d0a018215d..b3cb8a68e6 100644 --- a/packages/engine/src/assets/csm/CSMHelper.ts +++ b/packages/engine/src/assets/csm/CSMHelper.ts @@ -6,6 +6,7 @@ import { Color, DoubleSide, Group, + InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Mesh, @@ -71,7 +72,9 @@ class CSMHelper extends Group { const lights = csm.lights const frustumLines = this.frustumLines - const frustumLinePositions = frustumLines.geometry.getAttribute('position') + const frustumLinePositions = frustumLines.geometry.getAttribute('position') as + | BufferAttribute + | InterleavedBufferAttribute const cascadeLines = this.cascadeLines const cascadePlanes = this.cascadePlanes const shadowLines = this.shadowLines diff --git a/packages/engine/src/assets/loaders/fbx/FBXLoader.js b/packages/engine/src/assets/loaders/fbx/FBXLoader.js index 936acd95e5..19b9f84a7b 100755 --- a/packages/engine/src/assets/loaders/fbx/FBXLoader.js +++ b/packages/engine/src/assets/loaders/fbx/FBXLoader.js @@ -3979,7 +3979,7 @@ function generateTransform( transformData ) { if ( transformData.preRotation ) { const array = transformData.preRotation.map( MathUtils.degToRad ); - array.push( transformData.eulerOrder || Euler.DefaultOrder ); + array.push( transformData.eulerOrder || Euler.DEFAULT_ORDER ); lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) ); } @@ -3987,7 +3987,7 @@ function generateTransform( transformData ) { if ( transformData.rotation ) { const array = transformData.rotation.map( MathUtils.degToRad ); - array.push( transformData.eulerOrder || Euler.DefaultOrder ); + array.push( transformData.eulerOrder || Euler.DEFAULT_ORDER ); lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) ); } @@ -3995,7 +3995,7 @@ function generateTransform( transformData ) { if ( transformData.postRotation ) { const array = transformData.postRotation.map( MathUtils.degToRad ); - array.push( transformData.eulerOrder || Euler.DefaultOrder ); + array.push( transformData.eulerOrder || Euler.DEFAULT_ORDER ); lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) ); lPostRotationM.invert(); diff --git a/packages/engine/src/avatar/animation/avatarPose.ts b/packages/engine/src/avatar/animation/avatarPose.ts index a2dd391a59..1e4e782ce7 100644 --- a/packages/engine/src/avatar/animation/avatarPose.ts +++ b/packages/engine/src/avatar/animation/avatarPose.ts @@ -1,4 +1,14 @@ -import { Bone, Matrix3, Matrix4, Quaternion, SkinnedMesh, Vector3, Vector4 } from 'three' +import { + Bone, + BufferAttribute, + InterleavedBufferAttribute, + Matrix3, + Matrix4, + Quaternion, + SkinnedMesh, + Vector3, + Vector4 +} from 'three' import { BoneStructure } from '../AvatarBoneMatching' @@ -133,8 +143,8 @@ export function makeTPose(rig: BoneStructure) { */ export function applySkeletonPose(mesh: SkinnedMesh) { const target = new Vector3() - const posAttr = mesh.geometry.attributes.position - const normalAttr = mesh.geometry.attributes.normal + const posAttr = mesh.geometry.attributes.position as BufferAttribute | InterleavedBufferAttribute + const normalAttr = mesh.geometry.attributes.normal as BufferAttribute | InterleavedBufferAttribute const { bones } = mesh.skeleton bones.forEach((bone) => { @@ -164,7 +174,7 @@ export function boneNormalTransform(mesh: SkinnedMesh, index: number, target: Ve skinIndex.fromBufferAttribute(geometry.attributes.skinIndex as any, index) skinWeight.fromBufferAttribute(geometry.attributes.skinWeight as any, index) baseNormal - .fromBufferAttribute(geometry.attributes.normal, index) + .fromBufferAttribute(geometry.attributes.normal as BufferAttribute | InterleavedBufferAttribute, index) .applyNormalMatrix(matrix3.getNormalMatrix(mesh.bindMatrix)) target.set(0, 0, 0) diff --git a/packages/engine/src/common/classes/GenerateMeshBVHWorker.ts b/packages/engine/src/common/classes/GenerateMeshBVHWorker.ts index 8c3c8f9abb..42d0cd4fa0 100644 --- a/packages/engine/src/common/classes/GenerateMeshBVHWorker.ts +++ b/packages/engine/src/common/classes/GenerateMeshBVHWorker.ts @@ -63,7 +63,9 @@ export class GenerateMeshBVHWorker { } const index = geometry.index ? Uint32Array.from(geometry.index.array) : null - const position = Float32Array.from(geometry.attributes.position.array) + const position = Float32Array.from( + (geometry.attributes.position as BufferAttribute | InterleavedBufferAttribute).array + ) const transferrables = [position as ArrayLike] if (index) { diff --git a/packages/engine/src/debug/PositionalAudioHelper.ts b/packages/engine/src/debug/PositionalAudioHelper.ts index 4d4ef3704d..df798b17c5 100644 --- a/packages/engine/src/debug/PositionalAudioHelper.ts +++ b/packages/engine/src/debug/PositionalAudioHelper.ts @@ -1,4 +1,4 @@ -import { BufferAttribute, BufferGeometry, Line, LineBasicMaterial, MathUtils } from 'three' +import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, Line, LineBasicMaterial, MathUtils } from 'three' import { AudioNodeGroup } from '../scene/components/MediaComponent' @@ -49,7 +49,7 @@ class PositionalAudioHelper extends Line { let stride const geometry = this.geometry - const positionAttribute = geometry.attributes.position + const positionAttribute = geometry.attributes.position as BufferAttribute | InterleavedBufferAttribute geometry.clearGroups() diff --git a/packages/engine/src/ecs/utils/threejsPatches.ts b/packages/engine/src/ecs/utils/threejsPatches.ts index aa4ac122f9..6e2cc4f06d 100644 --- a/packages/engine/src/ecs/utils/threejsPatches.ts +++ b/packages/engine/src/ecs/utils/threejsPatches.ts @@ -108,7 +108,7 @@ declare module 'three/src/math/Quaternion' { } } -Scene.DefaultMatrixAutoUpdate = false +Scene.DEFAULT_MATRIX_AUTO_UPDATE = false /** * Since we have complete control over matrix updates, we know that at any given point diff --git a/packages/engine/src/physics/classes/Physics.ts b/packages/engine/src/physics/classes/Physics.ts index 4b74794064..4e78b9498a 100644 --- a/packages/engine/src/physics/classes/Physics.ts +++ b/packages/engine/src/physics/classes/Physics.ts @@ -14,7 +14,7 @@ import RAPIER, { TempContactForceEvent, World } from '@dimforge/rapier3d-compat' -import { Line, Mesh, OrthographicCamera, PerspectiveCamera, Quaternion, Vector2, Vector3 } from 'three' +import { BufferAttribute, Line, Mesh, OrthographicCamera, PerspectiveCamera, Quaternion, Vector2, Vector3 } from 'three' import { getMutableState } from '@etherealengine/hyperflux' @@ -208,7 +208,7 @@ function createColliderDesc( return console.warn('[Physics]: Tried to load convex mesh but did not find a geometry', mesh) as any try { const _buff = mesh.geometry.clone().scale(Math.abs(scale.x), Math.abs(scale.y), Math.abs(scale.z)) - const vertices = new Float32Array(_buff.attributes.position.array) + const vertices = new Float32Array((_buff.attributes.position as BufferAttribute).array) const indices = new Uint32Array(_buff.index!.array) colliderDesc = ColliderDesc.convexMesh(vertices, indices) as ColliderDesc } catch (e) { @@ -223,7 +223,7 @@ function createColliderDesc( return console.warn('[Physics]: Tried to load tri mesh but did not find a geometry', mesh) as any try { const _buff = mesh.geometry.clone().scale(Math.abs(scale.x), Math.abs(scale.y), Math.abs(scale.z)) - const vertices = new Float32Array(_buff.attributes.position.array) + const vertices = new Float32Array((_buff.attributes.position as BufferAttribute).array) const indices = new Uint32Array(_buff.index!.array) colliderDesc = ColliderDesc.trimesh(vertices, indices) } catch (e) { diff --git a/packages/engine/src/renderer/WebGLRendererSystem.ts b/packages/engine/src/renderer/WebGLRendererSystem.ts index 62407bccca..7fdf23fb3c 100644 --- a/packages/engine/src/renderer/WebGLRendererSystem.ts +++ b/packages/engine/src/renderer/WebGLRendererSystem.ts @@ -163,7 +163,8 @@ export class EngineRenderer { const renderer = this.supportWebGL2 ? new WebGLRenderer(options) : new WebGL1Renderer(options) this.renderer = renderer - this.renderer.physicallyCorrectLights = true + // @ts-ignore + this.renderer.useLegacyLights = false //true this.renderer.outputEncoding = sRGBEncoding // DISABLE THIS IF YOU ARE SEEING SHADER MISBEHAVING - UNCHECK THIS WHEN TESTING UPDATING THREEJS diff --git a/packages/engine/src/renderer/effects/FXAAEffect.ts b/packages/engine/src/renderer/effects/FXAAEffect.ts index 0967f7d487..80634d43b3 100755 --- a/packages/engine/src/renderer/effects/FXAAEffect.ts +++ b/packages/engine/src/renderer/effects/FXAAEffect.ts @@ -22,9 +22,9 @@ export class FXAAEffect extends Effect { blendFunction, uniforms: new Map([ - ['tDiffuse', new Uniform(null)], + ['tDiffuse', new Uniform(null as WebGLRenderTarget | null)], ['resolution', new Uniform(new Vector2())] - ]) + ] as [string, Uniform][]) }) /** diff --git a/packages/engine/src/renderer/materials/functions/bakeToVertices.ts b/packages/engine/src/renderer/materials/functions/bakeToVertices.ts index bb7c53d92b..d0c09ca520 100644 --- a/packages/engine/src/renderer/materials/functions/bakeToVertices.ts +++ b/packages/engine/src/renderer/materials/functions/bakeToVertices.ts @@ -34,7 +34,7 @@ export default async function bakeToVertices( .map((map) => { const texture = material[map.field] as Texture const canvas = document.createElement('canvas') - const uv = mesh.geometry.getAttribute(map.attribName) + const uv = mesh.geometry.getAttribute(map.attribName) as BufferAttribute return new Promise(async (resolve) => { const image = ( (await createReadableTexture(texture, { keepTransform: true, flipX: false, flipY: true })) as Texture diff --git a/packages/engine/src/scene/components/ImageComponent.ts b/packages/engine/src/scene/components/ImageComponent.ts index 4292457c37..e621179b54 100644 --- a/packages/engine/src/scene/components/ImageComponent.ts +++ b/packages/engine/src/scene/components/ImageComponent.ts @@ -1,8 +1,10 @@ import { useEffect } from 'react' import { + BufferAttribute, BufferGeometry, CompressedTexture, DoubleSide, + InterleavedBufferAttribute, Mesh, MeshBasicMaterial, PlaneGeometry, @@ -105,7 +107,7 @@ export function resizeImageMesh(mesh: Mesh) { } function flipNormals(geometry: G) { - const uvs = geometry.attributes.uv.array + const uvs = (geometry.attributes.uv as BufferAttribute | InterleavedBufferAttribute).array for (let i = 1; i < uvs.length; i += 2) { // @ts-ignore uvs[i] = 1 - uvs[i] diff --git a/packages/engine/src/scene/functions/loaders/InstancingFunctions.ts b/packages/engine/src/scene/functions/loaders/InstancingFunctions.ts index 09df285532..f71a62dd79 100644 --- a/packages/engine/src/scene/functions/loaders/InstancingFunctions.ts +++ b/packages/engine/src/scene/functions/loaders/InstancingFunctions.ts @@ -1,5 +1,6 @@ import { max, min } from 'lodash' import { + BufferAttribute, BufferGeometry, Color, ColorRepresentation, @@ -7,6 +8,7 @@ import { InstancedBufferAttribute, InstancedBufferGeometry, InstancedMesh, + InterleavedBufferAttribute, Material, Matrix4, Mesh, @@ -370,9 +372,9 @@ export async function stageInstancing(entity: Entity) { } scatterState.state.set(ScatterState.STAGING) const targetGeo = getFirstMesh(obj3dFromUuid(scatter.surface))!.geometry - const normals = targetGeo.getAttribute('normal') - const positions = targetGeo.getAttribute('position') - const uvs = targetGeo.getAttribute('uv') + const normals = targetGeo.getAttribute('normal') as BufferAttribute | InterleavedBufferAttribute + const positions = targetGeo.getAttribute('position') as BufferAttribute | InterleavedBufferAttribute + const uvs = targetGeo.getAttribute('uv') as BufferAttribute | InterleavedBufferAttribute const uvBounds: any = { minU: null, maxU: null, minV: null, maxV: null } for (let i = 0; i < uvs.count; i += 1) { const u = uvs.getX(i) @@ -535,16 +537,18 @@ export async function stageInstancing(entity: Entity) { let quaternion2 = new Quaternion() + const positionAttr = grassGeometry.attributes.position as BufferAttribute | InterleavedBufferAttribute + //Bend grass base geometry for more organic look - for (let v = 0; v < grassGeometry.attributes.position.array.length / 3; v += 1) { + for (let v = 0; v < positionAttr.array.length / 3; v += 1) { quaternion2.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI / 2) - vertex.x = grassGeometry.attributes.position.array[v * 3] - vertex.y = grassGeometry.attributes.position.array[v * 3 + 1] - vertex.z = grassGeometry.attributes.position.array[v * 3 + 2] + vertex.x = positionAttr.array[v * 3] + vertex.y = positionAttr.array[v * 3 + 1] + vertex.z = positionAttr.array[v * 3 + 2] let frac = vertex.y / (grassProps.bladeHeight.mu + grassProps.bladeHeight.sigma) quaternion2.slerp(quaternion0, frac) vertex.applyQuaternion(quaternion2) - grassGeometry.attributes.position.setXYZ(v, vertex.x, vertex.y, vertex.z) + positionAttr.setXYZ(v, vertex.x, vertex.y, vertex.z) } grassGeometry.computeVertexNormals() diff --git a/packages/ui/package.json b/packages/ui/package.json index a83cd5cbe9..5d40ce6ffc 100755 --- a/packages/ui/package.json +++ b/packages/ui/package.json @@ -68,7 +68,7 @@ "@types/react": "18.0.19", "@types/react-router-dom": "5.3.3", "@types/styled-components": "5.1.24", - "@types/three": "0.148.0", + "@types/three": "0.149.0", "babel-jest": "^29.4.1", "babel-loader": "^8.3.0", "enzyme": "^3.11.0", diff --git a/packages/xrui/core/three/WebLayer3D.ts b/packages/xrui/core/three/WebLayer3D.ts index e777beedf6..8bc7088a9f 100644 --- a/packages/xrui/core/three/WebLayer3D.ts +++ b/packages/xrui/core/three/WebLayer3D.ts @@ -1,8 +1,10 @@ import { + BufferAttribute, CanvasTexture, ClampToEdgeWrapping, CompressedTexture, DoubleSide, + InterleavedBufferAttribute, LinearFilter, LinearMipMapLinearFilter, Mesh, @@ -29,7 +31,7 @@ const scratchVector = new Vector3() /** Correct UVs to be compatible with `flipY=false` textures. */ function flipY(geometry: PlaneGeometry) { - const uv = geometry.attributes.uv + const uv = geometry.attributes.uv as BufferAttribute | InterleavedBufferAttribute for (let i = 0; i < uv.count; i++) { uv.setY(i, 1 - uv.getY(i)) diff --git a/patches/three+0.148.0+oculus-multiview.patch b/patches/three+0.148.0+oculus-multiview.patch deleted file mode 100644 index 7864239db8..0000000000 --- a/patches/three+0.148.0+oculus-multiview.patch +++ /dev/null @@ -1,128442 +0,0 @@ -diff --git a/node_modules/three/.DS_Store b/node_modules/three/.DS_Store -new file mode 100644 -index 0000000..e69de29 -diff --git a/node_modules/three/build/three.cjs b/node_modules/three/build/three.cjs -index 7f565f9..38ba02c 100644 ---- a/node_modules/three/build/three.cjs -+++ b/node_modules/three/build/three.cjs -@@ -1,27 +1,13 @@ - /** - * @license -- * Copyright 2010-2022 Three.js Authors -+ * Copyright 2010-2023 Three.js Authors - * SPDX-License-Identifier: MIT - */ - 'use strict'; - --Object.defineProperty(exports, '__esModule', { value: true }); -- --const REVISION = '148'; --const MOUSE = { -- LEFT: 0, -- MIDDLE: 1, -- RIGHT: 2, -- ROTATE: 0, -- DOLLY: 1, -- PAN: 2 --}; --const TOUCH = { -- ROTATE: 0, -- PAN: 1, -- DOLLY_PAN: 2, -- DOLLY_ROTATE: 3 --}; -+const REVISION = '149dev'; -+const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; -+const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; - const CullFaceNone = 0; - const CullFaceBack = 1; - const CullFaceFront = 2; -@@ -73,6 +59,7 @@ const ReinhardToneMapping = 2; - const CineonToneMapping = 3; - const ACESFilmicToneMapping = 4; - const CustomToneMapping = 5; -+ - const UVMapping = 300; - const CubeReflectionMapping = 301; - const CubeRefractionMapping = 302; -@@ -115,6 +102,7 @@ const RedIntegerFormat = 1029; - const RGFormat = 1030; - const RGIntegerFormat = 1031; - const RGBAIntegerFormat = 1033; -+ - const RGB_S3TC_DXT1_Format = 33776; - const RGBA_S3TC_DXT1_Format = 33777; - const RGBA_S3TC_DXT3_Format = 33778; -@@ -141,6 +129,10 @@ const RGBA_ASTC_10x10_Format = 37819; - const RGBA_ASTC_12x10_Format = 37820; - const RGBA_ASTC_12x12_Format = 37821; - const RGBA_BPTC_Format = 36492; -+const RED_RGTC1_Format = 36283; -+const SIGNED_RED_RGTC1_Format = 36284; -+const RED_GREEN_RGTC2_Format = 36285; -+const SIGNED_RED_GREEN_RGTC2_Format = 36286; - const LoopOnce = 2200; - const LoopRepeat = 2201; - const LoopPingPong = 2202; -@@ -166,6 +158,7 @@ const ObjectSpaceNormalMap = 1; - const NoColorSpace = ''; - const SRGBColorSpace = 'srgb'; - const LinearSRGBColorSpace = 'srgb-linear'; -+ - const ZeroStencilOp = 0; - const KeepStencilOp = 7680; - const ReplaceStencilOp = 7681; -@@ -174,6 +167,7 @@ const DecrementStencilOp = 7683; - const IncrementWrapStencilOp = 34055; - const DecrementWrapStencilOp = 34056; - const InvertStencilOp = 5386; -+ - const NeverStencilFunc = 512; - const LessStencilFunc = 513; - const EqualStencilFunc = 514; -@@ -182,6 +176,7 @@ const GreaterStencilFunc = 516; - const NotEqualStencilFunc = 517; - const GreaterEqualStencilFunc = 518; - const AlwaysStencilFunc = 519; -+ - const StaticDrawUsage = 35044; - const DynamicDrawUsage = 35048; - const StreamDrawUsage = 35040; -@@ -191,8 +186,10 @@ const StreamReadUsage = 35041; - const StaticCopyUsage = 35046; - const DynamicCopyUsage = 35050; - const StreamCopyUsage = 35042; -+ - const GLSL1 = '100'; - const GLSL3 = '300 es'; -+ - const _SRGBAFormat = 1035; // fallback for WebGL 1 - - /** -@@ -200,160 +197,261 @@ const _SRGBAFormat = 1035; // fallback for WebGL 1 - */ - - class EventDispatcher { -- addEventListener(type, listener) { -- if (this._listeners === undefined) this._listeners = {}; -+ -+ addEventListener( type, listener ) { -+ -+ if ( this._listeners === undefined ) this._listeners = {}; -+ - const listeners = this._listeners; -- if (listeners[type] === undefined) { -- listeners[type] = []; -+ -+ if ( listeners[ type ] === undefined ) { -+ -+ listeners[ type ] = []; -+ - } -- if (listeners[type].indexOf(listener) === -1) { -- listeners[type].push(listener); -+ -+ if ( listeners[ type ].indexOf( listener ) === - 1 ) { -+ -+ listeners[ type ].push( listener ); -+ - } -+ - } -- hasEventListener(type, listener) { -- if (this._listeners === undefined) return false; -+ -+ hasEventListener( type, listener ) { -+ -+ if ( this._listeners === undefined ) return false; -+ - const listeners = this._listeners; -- return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1; -+ -+ return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; -+ - } -- removeEventListener(type, listener) { -- if (this._listeners === undefined) return; -+ -+ removeEventListener( type, listener ) { -+ -+ if ( this._listeners === undefined ) return; -+ - const listeners = this._listeners; -- const listenerArray = listeners[type]; -- if (listenerArray !== undefined) { -- const index = listenerArray.indexOf(listener); -- if (index !== -1) { -- listenerArray.splice(index, 1); -+ const listenerArray = listeners[ type ]; -+ -+ if ( listenerArray !== undefined ) { -+ -+ const index = listenerArray.indexOf( listener ); -+ -+ if ( index !== - 1 ) { -+ -+ listenerArray.splice( index, 1 ); -+ - } -+ - } -+ - } -- dispatchEvent(event) { -- if (this._listeners === undefined) return; -+ -+ dispatchEvent( event ) { -+ -+ if ( this._listeners === undefined ) return; -+ - const listeners = this._listeners; -- const listenerArray = listeners[event.type]; -- if (listenerArray !== undefined) { -+ const listenerArray = listeners[ event.type ]; -+ -+ if ( listenerArray !== undefined ) { -+ - event.target = this; - - // Make a copy, in case listeners are removed while iterating. -- const array = listenerArray.slice(0); -- for (let i = 0, l = array.length; i < l; i++) { -- array[i].call(this, event); -+ const array = listenerArray.slice( 0 ); -+ -+ for ( let i = 0, l = array.length; i < l; i ++ ) { -+ -+ array[ i ].call( this, event ); -+ - } -+ - event.target = null; -+ - } -+ - } -+ - } - --const _lut = ['00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff']; -+const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; -+ - let _seed = 1234567; -+ -+ - const DEG2RAD = Math.PI / 180; - const RAD2DEG = 180 / Math.PI; - - // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - function generateUUID() { -+ - const d0 = Math.random() * 0xffffffff | 0; - const d1 = Math.random() * 0xffffffff | 0; - const d2 = Math.random() * 0xffffffff | 0; - const d3 = Math.random() * 0xffffffff | 0; -- const uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; -+ const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + -+ _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + -+ _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + -+ _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; - - // .toLowerCase() here flattens concatenated strings to save heap memory space. - return uuid.toLowerCase(); -+ - } --function clamp(value, min, max) { -- return Math.max(min, Math.min(max, value)); -+ -+function clamp( value, min, max ) { -+ -+ return Math.max( min, Math.min( max, value ) ); -+ - } - - // compute euclidean modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation --function euclideanModulo(n, m) { -- return (n % m + m) % m; -+function euclideanModulo( n, m ) { -+ -+ return ( ( n % m ) + m ) % m; -+ - } - - // Linear mapping from range to range --function mapLinear(x, a1, a2, b1, b2) { -- return b1 + (x - a1) * (b2 - b1) / (a2 - a1); -+function mapLinear( x, a1, a2, b1, b2 ) { -+ -+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); -+ - } - - // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ --function inverseLerp(x, y, value) { -- if (x !== y) { -- return (value - x) / (y - x); -+function inverseLerp( x, y, value ) { -+ -+ if ( x !== y ) { -+ -+ return ( value - x ) / ( y - x ); -+ - } else { -+ - return 0; -+ - } -+ - } - - // https://en.wikipedia.org/wiki/Linear_interpolation --function lerp(x, y, t) { -- return (1 - t) * x + t * y; -+function lerp( x, y, t ) { -+ -+ return ( 1 - t ) * x + t * y; -+ - } - - // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ --function damp(x, y, lambda, dt) { -- return lerp(x, y, 1 - Math.exp(-lambda * dt)); -+function damp( x, y, lambda, dt ) { -+ -+ return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); -+ - } - - // https://www.desmos.com/calculator/vcsjnyz7x4 --function pingpong(x, length = 1) { -- return length - Math.abs(euclideanModulo(x, length * 2) - length); -+function pingpong( x, length = 1 ) { -+ -+ return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); -+ - } - - // http://en.wikipedia.org/wiki/Smoothstep --function smoothstep(x, min, max) { -- if (x <= min) return 0; -- if (x >= max) return 1; -- x = (x - min) / (max - min); -- return x * x * (3 - 2 * x); -+function smoothstep( x, min, max ) { -+ -+ if ( x <= min ) return 0; -+ if ( x >= max ) return 1; -+ -+ x = ( x - min ) / ( max - min ); -+ -+ return x * x * ( 3 - 2 * x ); -+ - } --function smootherstep(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); -+ -+function smootherstep( 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 --function randInt(low, high) { -- return low + Math.floor(Math.random() * (high - low + 1)); -+function randInt( low, high ) { -+ -+ return low + Math.floor( Math.random() * ( high - low + 1 ) ); -+ - } - - // Random float from interval --function randFloat(low, high) { -- return low + Math.random() * (high - low); -+function randFloat( low, high ) { -+ -+ return low + Math.random() * ( high - low ); -+ - } - - // Random float from <-range/2, range/2> interval --function randFloatSpread(range) { -- return range * (0.5 - Math.random()); -+function randFloatSpread( range ) { -+ -+ return range * ( 0.5 - Math.random() ); -+ - } - - // Deterministic pseudo-random float in the interval [ 0, 1 ] --function seededRandom(s) { -- if (s !== undefined) _seed = s; -+function seededRandom( s ) { -+ -+ if ( s !== undefined ) _seed = s; - - // Mulberry32 generator - - let t = _seed += 0x6D2B79F5; -- t = Math.imul(t ^ t >>> 15, t | 1); -- t ^= t + Math.imul(t ^ t >>> 7, t | 61); -- return ((t ^ t >>> 14) >>> 0) / 4294967296; -+ -+ t = Math.imul( t ^ t >>> 15, t | 1 ); -+ -+ t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); -+ -+ return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; -+ - } --function degToRad(degrees) { -+ -+function degToRad( degrees ) { -+ - return degrees * DEG2RAD; -+ - } --function radToDeg(radians) { -+ -+function radToDeg( radians ) { -+ - return radians * RAD2DEG; -+ - } --function isPowerOfTwo(value) { -- return (value & value - 1) === 0 && value !== 0; -+ -+function isPowerOfTwo( value ) { -+ -+ return ( value & ( value - 1 ) ) === 0 && value !== 0; -+ - } --function ceilPowerOfTwo(value) { -- return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2)); -+ -+function ceilPowerOfTwo( value ) { -+ -+ return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); -+ - } --function floorPowerOfTwo(value) { -- return Math.pow(2, Math.floor(Math.log(value) / Math.LN2)); -+ -+function floorPowerOfTwo( value ) { -+ -+ return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); -+ - } --function setQuaternionFromProperEuler(q, a, b, c, order) { -+ -+function setQuaternionFromProperEuler( q, a, b, c, order ) { -+ - // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles - - // rotations are applied to the axes in the order specified by 'order' -@@ -362,68 +460,114 @@ function setQuaternionFromProperEuler(q, a, b, c, order) { - - const cos = Math.cos; - const sin = Math.sin; -- const c2 = cos(b / 2); -- const s2 = sin(b / 2); -- const c13 = cos((a + c) / 2); -- const s13 = sin((a + c) / 2); -- const c1_3 = cos((a - c) / 2); -- const s1_3 = sin((a - c) / 2); -- const c3_1 = cos((c - a) / 2); -- const s3_1 = sin((c - a) / 2); -- switch (order) { -+ -+ const c2 = cos( b / 2 ); -+ const s2 = sin( b / 2 ); -+ -+ const c13 = cos( ( a + c ) / 2 ); -+ const s13 = sin( ( a + c ) / 2 ); -+ -+ const c1_3 = cos( ( a - c ) / 2 ); -+ const s1_3 = sin( ( a - c ) / 2 ); -+ -+ const c3_1 = cos( ( c - a ) / 2 ); -+ const s3_1 = sin( ( c - a ) / 2 ); -+ -+ switch ( order ) { -+ - case 'XYX': -- q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13); -+ q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); - break; -+ - case 'YZY': -- q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13); -+ q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); - break; -+ - case 'ZXZ': -- q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13); -+ q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); - break; -+ - case 'XZX': -- q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13); -+ q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); - break; -+ - case 'YXY': -- q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13); -+ q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); - break; -+ - case 'ZYZ': -- q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13); -+ q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); - break; -+ - default: -- console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order); -+ console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); -+ - } -+ - } --function denormalize(value, array) { -- switch (array.constructor) { -+ -+function denormalize( value, array ) { -+ -+ switch ( array.constructor ) { -+ - case Float32Array: -+ - return value; -+ - case Uint16Array: -+ - return value / 65535.0; -+ - case Uint8Array: -+ - return value / 255.0; -+ - case Int16Array: -- return Math.max(value / 32767.0, -1.0); -+ -+ return Math.max( value / 32767.0, - 1.0 ); -+ - case Int8Array: -- return Math.max(value / 127.0, -1.0); -+ -+ return Math.max( value / 127.0, - 1.0 ); -+ - default: -- throw new Error('Invalid component type.'); -+ -+ throw new Error( 'Invalid component type.' ); -+ - } -+ - } --function normalize(value, array) { -- switch (array.constructor) { -+ -+function normalize( value, array ) { -+ -+ switch ( array.constructor ) { -+ - case Float32Array: -+ - return value; -+ - case Uint16Array: -- return Math.round(value * 65535.0); -+ -+ return Math.round( value * 65535.0 ); -+ - case Uint8Array: -- return Math.round(value * 255.0); -+ -+ return Math.round( value * 255.0 ); -+ - case Int16Array: -- return Math.round(value * 32767.0); -+ -+ return Math.round( value * 32767.0 ); -+ - case Int8Array: -- return Math.round(value * 127.0); -+ -+ return Math.round( value * 127.0 ); -+ - default: -- throw new Error('Invalid component type.'); -+ -+ throw new Error( 'Invalid component type.' ); -+ - } -+ - } - - var MathUtils = /*#__PURE__*/Object.freeze({ -@@ -455,525 +599,849 @@ var MathUtils = /*#__PURE__*/Object.freeze({ - }); - - class Vector2 { -- constructor(x = 0, y = 0) { -+ -+ constructor( x = 0, y = 0 ) { -+ - Vector2.prototype.isVector2 = true; -+ - this.x = x; - this.y = y; -+ - } -+ - get width() { -+ - return this.x; -+ - } -- set width(value) { -+ -+ set width( value ) { -+ - this.x = value; -+ - } -+ - get height() { -+ - return this.y; -+ - } -- set height(value) { -+ -+ set height( value ) { -+ - this.y = value; -+ - } -- set(x, y) { -+ -+ set( x, y ) { -+ - this.x = x; - this.y = y; -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.x = scalar; - this.y = scalar; -+ - return this; -+ - } -- setX(x) { -+ -+ setX( x ) { -+ - this.x = x; -+ - return this; -+ - } -- setY(y) { -+ -+ setY( y ) { -+ - this.y = y; -+ - return this; -+ - } -- setComponent(index, value) { -- switch (index) { -- case 0: -- this.x = value; -- break; -- case 1: -- this.y = value; -- break; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ setComponent( index, value ) { -+ -+ switch ( index ) { -+ -+ case 0: this.x = value; break; -+ case 1: this.y = value; break; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - return this; -+ - } -- getComponent(index) { -- switch (index) { -- case 0: -- return this.x; -- case 1: -- return this.y; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ getComponent( index ) { -+ -+ switch ( index ) { -+ -+ case 0: return this.x; -+ case 1: return this.y; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.x, this.y); -+ -+ return new this.constructor( this.x, this.y ); -+ - } -- copy(v) { -+ -+ copy( v ) { -+ - this.x = v.x; - this.y = v.y; -+ - return this; -+ - } -- add(v) { -+ -+ add( v ) { -+ - this.x += v.x; - this.y += v.y; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.x += s; - this.y += s; -+ - return this; -+ - } -- addVectors(a, b) { -+ -+ addVectors( a, b ) { -+ - this.x = a.x + b.x; - this.y = a.y + b.y; -+ - return this; -+ - } -- addScaledVector(v, s) { -+ -+ addScaledVector( v, s ) { -+ - this.x += v.x * s; - this.y += v.y * s; -+ - return this; -+ - } -- sub(v) { -+ -+ sub( v ) { -+ - this.x -= v.x; - this.y -= v.y; -+ - return this; -+ - } -- subScalar(s) { -+ -+ subScalar( s ) { -+ - this.x -= s; - this.y -= s; -+ - return this; -+ - } -- subVectors(a, b) { -+ -+ subVectors( a, b ) { -+ - this.x = a.x - b.x; - this.y = a.y - b.y; -+ - return this; -+ - } -- multiply(v) { -+ -+ multiply( v ) { -+ - this.x *= v.x; - this.y *= v.y; -+ - return this; -+ - } -- multiplyScalar(scalar) { -+ -+ multiplyScalar( scalar ) { -+ - this.x *= scalar; - this.y *= scalar; -+ - return this; -+ - } -- divide(v) { -+ -+ divide( v ) { -+ - this.x /= v.x; - this.y /= v.y; -+ - return this; -+ - } -- divideScalar(scalar) { -- return this.multiplyScalar(1 / scalar); -+ -+ divideScalar( scalar ) { -+ -+ return this.multiplyScalar( 1 / scalar ); -+ - } -- applyMatrix3(m) { -- const x = this.x, -- y = this.y; -+ -+ applyMatrix3( m ) { -+ -+ const x = this.x, y = this.y; - const e = m.elements; -- this.x = e[0] * x + e[3] * y + e[6]; -- this.y = e[1] * x + e[4] * y + e[7]; -+ -+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; -+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; -+ - return this; -+ - } -- min(v) { -- this.x = Math.min(this.x, v.x); -- this.y = Math.min(this.y, v.y); -+ -+ min( v ) { -+ -+ this.x = Math.min( this.x, v.x ); -+ this.y = Math.min( this.y, v.y ); -+ - return this; -+ - } -- max(v) { -- this.x = Math.max(this.x, v.x); -- this.y = Math.max(this.y, v.y); -+ -+ max( v ) { -+ -+ this.x = Math.max( this.x, v.x ); -+ this.y = Math.max( this.y, v.y ); -+ - return this; -+ - } -- clamp(min, max) { -+ -+ clamp( min, max ) { -+ - // assumes min < max, componentwise - -- this.x = Math.max(min.x, Math.min(max.x, this.x)); -- this.y = Math.max(min.y, Math.min(max.y, this.y)); -+ this.x = Math.max( min.x, Math.min( max.x, this.x ) ); -+ this.y = Math.max( min.y, Math.min( max.y, this.y ) ); -+ - return this; -+ - } -- clampScalar(minVal, maxVal) { -- this.x = Math.max(minVal, Math.min(maxVal, this.x)); -- this.y = Math.max(minVal, Math.min(maxVal, this.y)); -+ -+ clampScalar( minVal, maxVal ) { -+ -+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); -+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); -+ - return this; -+ - } -- clampLength(min, max) { -+ -+ clampLength( min, max ) { -+ - const length = this.length(); -- return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); -+ -+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); -+ - } -+ - floor() { -- this.x = Math.floor(this.x); -- this.y = Math.floor(this.y); -+ -+ this.x = Math.floor( this.x ); -+ this.y = Math.floor( this.y ); -+ - return this; -+ - } -+ - ceil() { -- this.x = Math.ceil(this.x); -- this.y = Math.ceil(this.y); -+ -+ this.x = Math.ceil( this.x ); -+ this.y = Math.ceil( this.y ); -+ - return this; -+ - } -+ - round() { -- this.x = Math.round(this.x); -- this.y = Math.round(this.y); -+ -+ this.x = Math.round( this.x ); -+ this.y = Math.round( this.y ); -+ - return this; -+ - } -+ - roundToZero() { -- this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); -- this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); -+ -+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); -+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); -+ - return this; -+ - } -+ - negate() { -- this.x = -this.x; -- this.y = -this.y; -+ -+ this.x = - this.x; -+ this.y = - this.y; -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this.x * v.x + this.y * v.y; -+ - } -- cross(v) { -+ -+ cross( v ) { -+ - return this.x * v.y - this.y * v.x; -+ - } -+ - lengthSq() { -+ - return this.x * this.x + this.y * this.y; -+ - } -+ - length() { -- return Math.sqrt(this.x * this.x + this.y * this.y); -+ -+ return Math.sqrt( this.x * this.x + this.y * this.y ); -+ - } -+ - manhattanLength() { -- return Math.abs(this.x) + Math.abs(this.y); -+ -+ return Math.abs( this.x ) + Math.abs( this.y ); -+ - } -+ - normalize() { -- return this.divideScalar(this.length() || 1); -+ -+ return this.divideScalar( this.length() || 1 ); -+ - } -+ - angle() { -+ - // computes the angle in radians with respect to the positive x-axis - -- const angle = Math.atan2(-this.y, -this.x) + Math.PI; -+ const angle = Math.atan2( - this.y, - this.x ) + Math.PI; -+ - return angle; -+ - } -- distanceTo(v) { -- return Math.sqrt(this.distanceToSquared(v)); -+ -+ distanceTo( v ) { -+ -+ return Math.sqrt( this.distanceToSquared( v ) ); -+ - } -- distanceToSquared(v) { -- const dx = this.x - v.x, -- dy = this.y - v.y; -+ -+ distanceToSquared( v ) { -+ -+ const dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; -+ - } -- manhattanDistanceTo(v) { -- return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); -+ -+ manhattanDistanceTo( v ) { -+ -+ return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); -+ - } -- setLength(length) { -- return this.normalize().multiplyScalar(length); -+ -+ setLength( length ) { -+ -+ return this.normalize().multiplyScalar( length ); -+ - } -- lerp(v, alpha) { -- this.x += (v.x - this.x) * alpha; -- this.y += (v.y - this.y) * alpha; -+ -+ lerp( v, alpha ) { -+ -+ this.x += ( v.x - this.x ) * alpha; -+ this.y += ( v.y - this.y ) * alpha; -+ - return this; -+ - } -- lerpVectors(v1, v2, alpha) { -- this.x = v1.x + (v2.x - v1.x) * alpha; -- this.y = v1.y + (v2.y - v1.y) * alpha; -+ -+ lerpVectors( v1, v2, alpha ) { -+ -+ this.x = v1.x + ( v2.x - v1.x ) * alpha; -+ this.y = v1.y + ( v2.y - v1.y ) * alpha; -+ - return this; -+ - } -- equals(v) { -- return v.x === this.x && v.y === this.y; -+ -+ equals( v ) { -+ -+ return ( ( v.x === this.x ) && ( v.y === this.y ) ); -+ - } -- fromArray(array, offset = 0) { -- this.x = array[offset]; -- this.y = array[offset + 1]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.x = array[ offset ]; -+ this.y = array[ offset + 1 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.x; -- array[offset + 1] = this.y; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.x; -+ array[ offset + 1 ] = this.y; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.x = attribute.getX(index); -- this.y = attribute.getY(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.x = attribute.getX( index ); -+ this.y = attribute.getY( index ); -+ - return this; -+ - } -- rotateAround(center, angle) { -- const c = Math.cos(angle), -- s = Math.sin(angle); -+ -+ rotateAround( center, angle ) { -+ -+ const c = Math.cos( angle ), s = Math.sin( angle ); -+ - const x = this.x - center.x; - const y = this.y - center.y; -+ - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; -+ - return this; -+ - } -+ - random() { -+ - this.x = Math.random(); - this.y = Math.random(); -+ - return this; -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.x; - yield this.y; -+ - } -+ - } - - class Matrix3 { -+ - constructor() { -+ - Matrix3.prototype.isMatrix3 = true; -- this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1]; -+ -+ this.elements = [ -+ -+ 1, 0, 0, -+ 0, 1, 0, -+ 0, 0, 1 -+ -+ ]; -+ - } -- set(n11, n12, n13, n21, n22, n23, n31, n32, n33) { -+ -+ set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { -+ - const te = this.elements; -- te[0] = n11; -- te[1] = n21; -- te[2] = n31; -- te[3] = n12; -- te[4] = n22; -- te[5] = n32; -- te[6] = n13; -- te[7] = n23; -- te[8] = n33; -+ -+ te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; -+ te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; -+ te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; -+ - return this; -+ - } -+ - identity() { -- this.set(1, 0, 0, 0, 1, 0, 0, 0, 1); -+ -+ this.set( -+ -+ 1, 0, 0, -+ 0, 1, 0, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- copy(m) { -+ -+ copy( m ) { -+ - const te = this.elements; - const me = m.elements; -- te[0] = me[0]; -- te[1] = me[1]; -- te[2] = me[2]; -- te[3] = me[3]; -- te[4] = me[4]; -- te[5] = me[5]; -- te[6] = me[6]; -- te[7] = me[7]; -- te[8] = me[8]; -+ -+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; -+ te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; -+ te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; -+ - return this; -+ - } -- extractBasis(xAxis, yAxis, zAxis) { -- xAxis.setFromMatrix3Column(this, 0); -- yAxis.setFromMatrix3Column(this, 1); -- zAxis.setFromMatrix3Column(this, 2); -+ -+ extractBasis( xAxis, yAxis, zAxis ) { -+ -+ xAxis.setFromMatrix3Column( this, 0 ); -+ yAxis.setFromMatrix3Column( this, 1 ); -+ zAxis.setFromMatrix3Column( this, 2 ); -+ - return this; -+ - } -- setFromMatrix4(m) { -+ -+ setFromMatrix4( m ) { -+ - const me = m.elements; -- this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]); -+ -+ this.set( -+ -+ me[ 0 ], me[ 4 ], me[ 8 ], -+ me[ 1 ], me[ 5 ], me[ 9 ], -+ me[ 2 ], me[ 6 ], me[ 10 ] -+ -+ ); -+ - return this; -+ - } -- multiply(m) { -- return this.multiplyMatrices(this, m); -+ -+ multiply( m ) { -+ -+ return this.multiplyMatrices( this, m ); -+ - } -- premultiply(m) { -- return this.multiplyMatrices(m, this); -+ -+ premultiply( m ) { -+ -+ return this.multiplyMatrices( m, this ); -+ - } -- multiplyMatrices(a, b) { -+ -+ multiplyMatrices( a, b ) { -+ - const ae = a.elements; - const be = b.elements; - const te = this.elements; -- const a11 = ae[0], -- a12 = ae[3], -- a13 = ae[6]; -- const a21 = ae[1], -- a22 = ae[4], -- a23 = ae[7]; -- const a31 = ae[2], -- a32 = ae[5], -- a33 = ae[8]; -- const b11 = be[0], -- b12 = be[3], -- b13 = be[6]; -- const b21 = be[1], -- b22 = be[4], -- b23 = be[7]; -- const b31 = be[2], -- b32 = be[5], -- b33 = be[8]; -- te[0] = a11 * b11 + a12 * b21 + a13 * b31; -- te[3] = a11 * b12 + a12 * b22 + a13 * b32; -- te[6] = a11 * b13 + a12 * b23 + a13 * b33; -- te[1] = a21 * b11 + a22 * b21 + a23 * b31; -- te[4] = a21 * b12 + a22 * b22 + a23 * b32; -- te[7] = a21 * b13 + a22 * b23 + a23 * b33; -- te[2] = a31 * b11 + a32 * b21 + a33 * b31; -- te[5] = a31 * b12 + a32 * b22 + a33 * b32; -- te[8] = a31 * b13 + a32 * b23 + a33 * b33; -- return this; -- } -- multiplyScalar(s) { -+ -+ const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; -+ const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; -+ const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; -+ -+ const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; -+ const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; -+ const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; -+ -+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; -+ te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; -+ te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; -+ -+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; -+ te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; -+ te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; -+ -+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; -+ te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; -+ te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; -+ -+ return this; -+ -+ } -+ -+ multiplyScalar( s ) { -+ - const te = this.elements; -- te[0] *= s; -- te[3] *= s; -- te[6] *= s; -- te[1] *= s; -- te[4] *= s; -- te[7] *= s; -- te[2] *= s; -- te[5] *= s; -- te[8] *= s; -+ -+ te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; -+ te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; -+ te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; -+ - return this; -+ - } -+ - determinant() { -+ - const te = this.elements; -- const a = te[0], -- b = te[1], -- c = te[2], -- d = te[3], -- e = te[4], -- f = te[5], -- g = te[6], -- h = te[7], -- i = te[8]; -+ -+ const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], -+ d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], -+ g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; -+ - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; -+ - } -+ - invert() { -+ - const te = this.elements, -- n11 = te[0], -- n21 = te[1], -- n31 = te[2], -- n12 = te[3], -- n22 = te[4], -- n32 = te[5], -- n13 = te[6], -- n23 = te[7], -- n33 = te[8], -+ -+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], -+ n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], -+ n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], -+ - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, -+ - det = n11 * t11 + n21 * t12 + n31 * t13; -- if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0); -+ -+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); -+ - const detInv = 1 / det; -- te[0] = t11 * detInv; -- te[1] = (n31 * n23 - n33 * n21) * detInv; -- te[2] = (n32 * n21 - n31 * n22) * detInv; -- te[3] = t12 * detInv; -- te[4] = (n33 * n11 - n31 * n13) * detInv; -- te[5] = (n31 * n12 - n32 * n11) * detInv; -- te[6] = t13 * detInv; -- te[7] = (n21 * n13 - n23 * n11) * detInv; -- te[8] = (n22 * n11 - n21 * n12) * detInv; -+ -+ te[ 0 ] = t11 * detInv; -+ te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; -+ te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; -+ -+ te[ 3 ] = t12 * detInv; -+ te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; -+ te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; -+ -+ te[ 6 ] = t13 * detInv; -+ te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; -+ te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; -+ - return this; -+ - } -+ - transpose() { -+ - let tmp; - const m = this.elements; -- tmp = m[1]; -- m[1] = m[3]; -- m[3] = tmp; -- tmp = m[2]; -- m[2] = m[6]; -- m[6] = tmp; -- tmp = m[5]; -- m[5] = m[7]; -- m[7] = tmp; -+ -+ tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; -+ tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; -+ tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; -+ - return this; -+ - } -- getNormalMatrix(matrix4) { -- return this.setFromMatrix4(matrix4).invert().transpose(); -+ -+ getNormalMatrix( matrix4 ) { -+ -+ return this.setFromMatrix4( matrix4 ).invert().transpose(); -+ - } -- transposeIntoArray(r) { -+ -+ transposeIntoArray( r ) { -+ - const m = this.elements; -- r[0] = m[0]; -- r[1] = m[3]; -- r[2] = m[6]; -- r[3] = m[1]; -- r[4] = m[4]; -- r[5] = m[7]; -- r[6] = m[2]; -- r[7] = m[5]; -- r[8] = m[8]; -+ -+ r[ 0 ] = m[ 0 ]; -+ r[ 1 ] = m[ 3 ]; -+ r[ 2 ] = m[ 6 ]; -+ r[ 3 ] = m[ 1 ]; -+ r[ 4 ] = m[ 4 ]; -+ r[ 5 ] = m[ 7 ]; -+ r[ 6 ] = m[ 2 ]; -+ r[ 7 ] = m[ 5 ]; -+ r[ 8 ] = m[ 8 ]; -+ - return this; -+ - } -- setUvTransform(tx, ty, sx, sy, rotation, cx, cy) { -- const c = Math.cos(rotation); -- const s = Math.sin(rotation); -- this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1); -+ -+ setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { -+ -+ const c = Math.cos( rotation ); -+ const s = Math.sin( rotation ); -+ -+ this.set( -+ sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, -+ - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, -+ 0, 0, 1 -+ ); -+ - return this; -+ - } - - // - -- scale(sx, sy) { -- this.premultiply(_m3.makeScale(sx, sy)); -+ scale( sx, sy ) { -+ -+ this.premultiply( _m3.makeScale( sx, sy ) ); -+ - return this; -+ - } -- rotate(theta) { -- this.premultiply(_m3.makeRotation(-theta)); -+ -+ rotate( theta ) { -+ -+ this.premultiply( _m3.makeRotation( - theta ) ); -+ - return this; -+ - } -- translate(tx, ty) { -- this.premultiply(_m3.makeTranslation(tx, ty)); -+ -+ translate( tx, ty ) { -+ -+ this.premultiply( _m3.makeTranslation( tx, ty ) ); -+ - return this; -+ - } - - // for 2D Transforms - -- makeTranslation(x, y) { -- this.set(1, 0, x, 0, 1, y, 0, 0, 1); -+ makeTranslation( x, y ) { -+ -+ this.set( -+ -+ 1, 0, x, -+ 0, 1, y, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotation(theta) { -+ -+ makeRotation( theta ) { -+ - // counterclockwise - -- const c = Math.cos(theta); -- const s = Math.sin(theta); -- this.set(c, -s, 0, s, c, 0, 0, 0, 1); -+ const c = Math.cos( theta ); -+ const s = Math.sin( theta ); -+ -+ this.set( -+ -+ c, - s, 0, -+ s, c, 0, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeScale(x, y) { -- this.set(x, 0, 0, 0, y, 0, 0, 0, 1); -+ -+ makeScale( x, y ) { -+ -+ this.set( -+ -+ x, 0, 0, -+ 0, y, 0, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } - - // - -- equals(matrix) { -+ equals( matrix ) { -+ - const te = this.elements; - const me = matrix.elements; -- for (let i = 0; i < 9; i++) { -- if (te[i] !== me[i]) return false; -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ if ( te[ i ] !== me[ i ] ) return false; -+ - } -+ - return true; -+ - } -- fromArray(array, offset = 0) { -- for (let i = 0; i < 9; i++) { -- this.elements[i] = array[i + offset]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.elements[ i ] = array[ i + offset ]; -+ - } -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -+ -+ toArray( array = [], offset = 0 ) { -+ - const te = this.elements; -- array[offset] = te[0]; -- array[offset + 1] = te[1]; -- array[offset + 2] = te[2]; -- array[offset + 3] = te[3]; -- array[offset + 4] = te[4]; -- array[offset + 5] = te[5]; -- array[offset + 6] = te[6]; -- array[offset + 7] = te[7]; -- array[offset + 8] = te[8]; -+ -+ array[ offset ] = te[ 0 ]; -+ array[ offset + 1 ] = te[ 1 ]; -+ array[ offset + 2 ] = te[ 2 ]; -+ -+ array[ offset + 3 ] = te[ 3 ]; -+ array[ offset + 4 ] = te[ 4 ]; -+ array[ offset + 5 ] = te[ 5 ]; -+ -+ array[ offset + 6 ] = te[ 6 ]; -+ array[ offset + 7 ] = te[ 7 ]; -+ array[ offset + 8 ] = te[ 8 ]; -+ - return array; -+ - } -+ - clone() { -- return new this.constructor().fromArray(this.elements); -+ -+ return new this.constructor().fromArray( this.elements ); -+ - } -+ - } --const _m3 = /*@__PURE__*/new Matrix3(); - --function arrayNeedsUint32(array) { -+const _m3 = /*@__PURE__*/ new Matrix3(); -+ -+function arrayNeedsUint32( array ) { -+ - // assumes larger values usually on last - -- for (let i = array.length - 1; i >= 0; --i) { -- if (array[i] >= 65535) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 -- } -+ for ( let i = array.length - 1; i >= 0; -- i ) { -+ -+ if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 -+ -+ } - - return false; -+ - } -+ - const TYPED_ARRAYS = { - Int8Array: Int8Array, - Uint8Array: Uint8Array, -@@ -985,1307 +1453,1869 @@ const TYPED_ARRAYS = { - Float32Array: Float32Array, - Float64Array: Float64Array - }; --function getTypedArray(type, buffer) { -- return new TYPED_ARRAYS[type](buffer); -+ -+function getTypedArray( type, buffer ) { -+ -+ return new TYPED_ARRAYS[ type ]( buffer ); -+ - } --function createElementNS(name) { -- return document.createElementNS('http://www.w3.org/1999/xhtml', name); -+ -+function createElementNS( name ) { -+ -+ return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); -+ - } - --function SRGBToLinear(c) { -- return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4); -+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; -+ -+function LinearToSRGB( c ) { -+ -+ return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; -+ - } - - // JavaScript RGB-to-RGB transforms, defined as - // FN[InputColorSpace][OutputColorSpace] callback functions. - const FN = { -- [SRGBColorSpace]: { -- [LinearSRGBColorSpace]: SRGBToLinear -- }, -- [LinearSRGBColorSpace]: { -- [SRGBColorSpace]: LinearToSRGB -- } -+ [ SRGBColorSpace ]: { [ LinearSRGBColorSpace ]: SRGBToLinear }, -+ [ LinearSRGBColorSpace ]: { [ SRGBColorSpace ]: LinearToSRGB }, - }; -+ - const ColorManagement = { -+ - legacyMode: true, -+ - get workingColorSpace() { -+ - return LinearSRGBColorSpace; -+ - }, -- set workingColorSpace(colorSpace) { -- console.warn('THREE.ColorManagement: .workingColorSpace is readonly.'); -+ -+ set workingColorSpace( colorSpace ) { -+ -+ console.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' ); -+ - }, -- convert: function (color, sourceColorSpace, targetColorSpace) { -- if (this.legacyMode || sourceColorSpace === targetColorSpace || !sourceColorSpace || !targetColorSpace) { -+ -+ convert: function ( color, sourceColorSpace, targetColorSpace ) { -+ -+ if ( this.legacyMode || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { -+ - return color; -+ - } -- if (FN[sourceColorSpace] && FN[sourceColorSpace][targetColorSpace] !== undefined) { -- const fn = FN[sourceColorSpace][targetColorSpace]; -- color.r = fn(color.r); -- color.g = fn(color.g); -- color.b = fn(color.b); -+ -+ if ( FN[ sourceColorSpace ] && FN[ sourceColorSpace ][ targetColorSpace ] !== undefined ) { -+ -+ const fn = FN[ sourceColorSpace ][ targetColorSpace ]; -+ -+ color.r = fn( color.r ); -+ color.g = fn( color.g ); -+ color.b = fn( color.b ); -+ - return color; -+ - } -- throw new Error('Unsupported color space conversion.'); -+ -+ throw new Error( 'Unsupported color space conversion.' ); -+ - }, -- fromWorkingColorSpace: function (color, targetColorSpace) { -- return this.convert(color, this.workingColorSpace, targetColorSpace); -+ -+ fromWorkingColorSpace: function ( color, targetColorSpace ) { -+ -+ return this.convert( color, this.workingColorSpace, targetColorSpace ); -+ -+ }, -+ -+ toWorkingColorSpace: function ( color, sourceColorSpace ) { -+ -+ return this.convert( color, sourceColorSpace, this.workingColorSpace ); -+ - }, -- toWorkingColorSpace: function (color, sourceColorSpace) { -- return this.convert(color, sourceColorSpace, this.workingColorSpace); -- } --}; - --const _colorKeywords = { -- 'aliceblue': 0xF0F8FF, -- 'antiquewhite': 0xFAEBD7, -- 'aqua': 0x00FFFF, -- 'aquamarine': 0x7FFFD4, -- 'azure': 0xF0FFFF, -- 'beige': 0xF5F5DC, -- 'bisque': 0xFFE4C4, -- 'black': 0x000000, -- 'blanchedalmond': 0xFFEBCD, -- 'blue': 0x0000FF, -- 'blueviolet': 0x8A2BE2, -- 'brown': 0xA52A2A, -- 'burlywood': 0xDEB887, -- 'cadetblue': 0x5F9EA0, -- 'chartreuse': 0x7FFF00, -- 'chocolate': 0xD2691E, -- 'coral': 0xFF7F50, -- 'cornflowerblue': 0x6495ED, -- 'cornsilk': 0xFFF8DC, -- 'crimson': 0xDC143C, -- 'cyan': 0x00FFFF, -- 'darkblue': 0x00008B, -- 'darkcyan': 0x008B8B, -- 'darkgoldenrod': 0xB8860B, -- 'darkgray': 0xA9A9A9, -- 'darkgreen': 0x006400, -- 'darkgrey': 0xA9A9A9, -- 'darkkhaki': 0xBDB76B, -- 'darkmagenta': 0x8B008B, -- 'darkolivegreen': 0x556B2F, -- 'darkorange': 0xFF8C00, -- 'darkorchid': 0x9932CC, -- 'darkred': 0x8B0000, -- 'darksalmon': 0xE9967A, -- 'darkseagreen': 0x8FBC8F, -- 'darkslateblue': 0x483D8B, -- 'darkslategray': 0x2F4F4F, -- 'darkslategrey': 0x2F4F4F, -- 'darkturquoise': 0x00CED1, -- 'darkviolet': 0x9400D3, -- 'deeppink': 0xFF1493, -- 'deepskyblue': 0x00BFFF, -- 'dimgray': 0x696969, -- 'dimgrey': 0x696969, -- 'dodgerblue': 0x1E90FF, -- 'firebrick': 0xB22222, -- 'floralwhite': 0xFFFAF0, -- 'forestgreen': 0x228B22, -- 'fuchsia': 0xFF00FF, -- 'gainsboro': 0xDCDCDC, -- 'ghostwhite': 0xF8F8FF, -- 'gold': 0xFFD700, -- 'goldenrod': 0xDAA520, -- 'gray': 0x808080, -- 'green': 0x008000, -- 'greenyellow': 0xADFF2F, -- 'grey': 0x808080, -- 'honeydew': 0xF0FFF0, -- 'hotpink': 0xFF69B4, -- 'indianred': 0xCD5C5C, -- 'indigo': 0x4B0082, -- 'ivory': 0xFFFFF0, -- 'khaki': 0xF0E68C, -- 'lavender': 0xE6E6FA, -- 'lavenderblush': 0xFFF0F5, -- 'lawngreen': 0x7CFC00, -- 'lemonchiffon': 0xFFFACD, -- 'lightblue': 0xADD8E6, -- 'lightcoral': 0xF08080, -- 'lightcyan': 0xE0FFFF, -- 'lightgoldenrodyellow': 0xFAFAD2, -- 'lightgray': 0xD3D3D3, -- 'lightgreen': 0x90EE90, -- 'lightgrey': 0xD3D3D3, -- 'lightpink': 0xFFB6C1, -- 'lightsalmon': 0xFFA07A, -- 'lightseagreen': 0x20B2AA, -- 'lightskyblue': 0x87CEFA, -- 'lightslategray': 0x778899, -- 'lightslategrey': 0x778899, -- 'lightsteelblue': 0xB0C4DE, -- 'lightyellow': 0xFFFFE0, -- 'lime': 0x00FF00, -- 'limegreen': 0x32CD32, -- 'linen': 0xFAF0E6, -- 'magenta': 0xFF00FF, -- 'maroon': 0x800000, -- 'mediumaquamarine': 0x66CDAA, -- 'mediumblue': 0x0000CD, -- 'mediumorchid': 0xBA55D3, -- 'mediumpurple': 0x9370DB, -- 'mediumseagreen': 0x3CB371, -- 'mediumslateblue': 0x7B68EE, -- 'mediumspringgreen': 0x00FA9A, -- 'mediumturquoise': 0x48D1CC, -- 'mediumvioletred': 0xC71585, -- 'midnightblue': 0x191970, -- 'mintcream': 0xF5FFFA, -- 'mistyrose': 0xFFE4E1, -- 'moccasin': 0xFFE4B5, -- 'navajowhite': 0xFFDEAD, -- 'navy': 0x000080, -- 'oldlace': 0xFDF5E6, -- 'olive': 0x808000, -- 'olivedrab': 0x6B8E23, -- 'orange': 0xFFA500, -- 'orangered': 0xFF4500, -- 'orchid': 0xDA70D6, -- 'palegoldenrod': 0xEEE8AA, -- 'palegreen': 0x98FB98, -- 'paleturquoise': 0xAFEEEE, -- 'palevioletred': 0xDB7093, -- 'papayawhip': 0xFFEFD5, -- 'peachpuff': 0xFFDAB9, -- 'peru': 0xCD853F, -- 'pink': 0xFFC0CB, -- 'plum': 0xDDA0DD, -- 'powderblue': 0xB0E0E6, -- 'purple': 0x800080, -- 'rebeccapurple': 0x663399, -- 'red': 0xFF0000, -- 'rosybrown': 0xBC8F8F, -- 'royalblue': 0x4169E1, -- 'saddlebrown': 0x8B4513, -- 'salmon': 0xFA8072, -- 'sandybrown': 0xF4A460, -- 'seagreen': 0x2E8B57, -- 'seashell': 0xFFF5EE, -- 'sienna': 0xA0522D, -- 'silver': 0xC0C0C0, -- 'skyblue': 0x87CEEB, -- 'slateblue': 0x6A5ACD, -- 'slategray': 0x708090, -- 'slategrey': 0x708090, -- 'snow': 0xFFFAFA, -- 'springgreen': 0x00FF7F, -- 'steelblue': 0x4682B4, -- 'tan': 0xD2B48C, -- 'teal': 0x008080, -- 'thistle': 0xD8BFD8, -- 'tomato': 0xFF6347, -- 'turquoise': 0x40E0D0, -- 'violet': 0xEE82EE, -- 'wheat': 0xF5DEB3, -- 'white': 0xFFFFFF, -- 'whitesmoke': 0xF5F5F5, -- 'yellow': 0xFFFF00, -- 'yellowgreen': 0x9ACD32 --}; --const _rgb$1 = { -- r: 0, -- g: 0, -- b: 0 --}; --const _hslA = { -- h: 0, -- s: 0, -- l: 0 --}; --const _hslB = { -- h: 0, -- s: 0, -- l: 0 - }; --function hue2rgb(p, q, t) { -- if (t < 0) t += 1; -- if (t > 1) t -= 1; -- if (t < 1 / 6) return p + (q - p) * 6 * t; -- if (t < 1 / 2) return q; -- if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t); -+ -+const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, -+ 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, -+ 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, -+ 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, -+ 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, -+ 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, -+ 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, -+ 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, -+ 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, -+ 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, -+ 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, -+ 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, -+ 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, -+ 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, -+ 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, -+ 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, -+ 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, -+ 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, -+ 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, -+ 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, -+ 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, -+ 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, -+ 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, -+ 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; -+ -+const _rgb$1 = { r: 0, g: 0, b: 0 }; -+const _hslA = { h: 0, s: 0, l: 0 }; -+const _hslB = { h: 0, s: 0, l: 0 }; -+ -+function hue2rgb( p, q, t ) { -+ -+ if ( t < 0 ) t += 1; -+ if ( t > 1 ) t -= 1; -+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; -+ if ( t < 1 / 2 ) return q; -+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; -+ - } --function toComponents(source, target) { -+ -+function toComponents( source, target ) { -+ - target.r = source.r; - target.g = source.g; - target.b = source.b; -+ - return target; -+ - } -+ - class Color { -- constructor(r, g, b) { -+ -+ constructor( r, g, b ) { -+ - this.isColor = true; -+ - this.r = 1; - this.g = 1; - this.b = 1; -- if (g === undefined && b === undefined) { -+ -+ if ( g === undefined && b === undefined ) { -+ - // r is THREE.Color, hex or string -- return this.set(r); -+ return this.set( r ); -+ - } -- return this.setRGB(r, g, b); -+ -+ return this.setRGB( r, g, b ); -+ - } -- set(value) { -- if (value && value.isColor) { -- this.copy(value); -- } else if (typeof value === 'number') { -- this.setHex(value); -- } else if (typeof value === 'string') { -- this.setStyle(value); -+ -+ set( value ) { -+ -+ if ( value && value.isColor ) { -+ -+ this.copy( value ); -+ -+ } else if ( typeof value === 'number' ) { -+ -+ this.setHex( value ); -+ -+ } else if ( typeof value === 'string' ) { -+ -+ this.setStyle( value ); -+ - } -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.r = scalar; - this.g = scalar; - this.b = scalar; -+ - return this; -+ - } -- setHex(hex, colorSpace = SRGBColorSpace) { -- hex = Math.floor(hex); -- this.r = (hex >> 16 & 255) / 255; -- this.g = (hex >> 8 & 255) / 255; -- this.b = (hex & 255) / 255; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ -+ setHex( hex, colorSpace = SRGBColorSpace ) { -+ -+ hex = Math.floor( hex ); -+ -+ this.r = ( hex >> 16 & 255 ) / 255; -+ this.g = ( hex >> 8 & 255 ) / 255; -+ this.b = ( hex & 255 ) / 255; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -- setRGB(r, g, b, colorSpace = ColorManagement.workingColorSpace) { -+ -+ setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { -+ - this.r = r; - this.g = g; - this.b = b; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -- setHSL(h, s, l, colorSpace = ColorManagement.workingColorSpace) { -+ -+ setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { -+ - // h,s,l ranges are in 0.0 - 1.0 -- h = euclideanModulo(h, 1); -- s = clamp(s, 0, 1); -- l = clamp(l, 0, 1); -- if (s === 0) { -+ h = euclideanModulo( h, 1 ); -+ s = clamp( s, 0, 1 ); -+ l = clamp( l, 0, 1 ); -+ -+ if ( s === 0 ) { -+ - this.r = this.g = this.b = l; -+ - } else { -- const p = l <= 0.5 ? l * (1 + s) : l + s - l * s; -- const q = 2 * l - p; -- this.r = hue2rgb(q, p, h + 1 / 3); -- this.g = hue2rgb(q, p, h); -- this.b = hue2rgb(q, p, h - 1 / 3); -+ -+ const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); -+ const q = ( 2 * l ) - p; -+ -+ this.r = hue2rgb( q, p, h + 1 / 3 ); -+ this.g = hue2rgb( q, p, h ); -+ this.b = hue2rgb( q, p, h - 1 / 3 ); -+ - } -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -- setStyle(style, colorSpace = SRGBColorSpace) { -- function handleAlpha(string) { -- if (string === undefined) return; -- if (parseFloat(string) < 1) { -- console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.'); -+ -+ setStyle( style, colorSpace = SRGBColorSpace ) { -+ -+ function handleAlpha( string ) { -+ -+ if ( string === undefined ) return; -+ -+ if ( parseFloat( string ) < 1 ) { -+ -+ console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); -+ - } -+ - } -+ -+ - let m; -- if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) { -+ -+ if ( m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec( style ) ) { -+ - // rgb / hsl - - let color; -- const name = m[1]; -- const components = m[2]; -- switch (name) { -+ const name = m[ 1 ]; -+ const components = m[ 2 ]; -+ -+ switch ( name ) { -+ - case 'rgb': - case 'rgba': -- if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { -+ -+ if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { -+ - // rgb(255,0,0) rgba(255,0,0,0.5) -- this.r = Math.min(255, parseInt(color[1], 10)) / 255; -- this.g = Math.min(255, parseInt(color[2], 10)) / 255; -- this.b = Math.min(255, parseInt(color[3], 10)) / 255; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -- handleAlpha(color[4]); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ -+ handleAlpha( color[ 4 ] ); -+ - return this; -+ - } -- if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { -+ -+ if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { -+ - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) -- this.r = Math.min(100, parseInt(color[1], 10)) / 100; -- this.g = Math.min(100, parseInt(color[2], 10)) / 100; -- this.b = Math.min(100, parseInt(color[3], 10)) / 100; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -- handleAlpha(color[4]); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ -+ handleAlpha( color[ 4 ] ); -+ - return this; -+ - } -+ - break; -+ - case 'hsl': - case 'hsla': -- if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { -+ -+ if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { -+ - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) -- const h = parseFloat(color[1]) / 360; -- const s = parseFloat(color[2]) / 100; -- const l = parseFloat(color[3]) / 100; -- handleAlpha(color[4]); -- return this.setHSL(h, s, l, colorSpace); -+ const h = parseFloat( color[ 1 ] ) / 360; -+ const s = parseFloat( color[ 2 ] ) / 100; -+ const l = parseFloat( color[ 3 ] ) / 100; -+ -+ handleAlpha( color[ 4 ] ); -+ -+ return this.setHSL( h, s, l, colorSpace ); -+ - } -+ - break; -+ - } -- } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) { -+ -+ } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { -+ - // hex color - -- const hex = m[1]; -+ const hex = m[ 1 ]; - const size = hex.length; -- if (size === 3) { -+ -+ 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; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -- } else if (size === 6) { -+ -+ } 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; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -+ - } -- if (style && style.length > 0) { -- return this.setColorName(style, colorSpace); -+ -+ if ( style && style.length > 0 ) { -+ -+ return this.setColorName( style, colorSpace ); -+ - } -+ - return this; -+ - } -- setColorName(style, colorSpace = SRGBColorSpace) { -+ -+ setColorName( style, colorSpace = SRGBColorSpace ) { -+ - // color keywords -- const hex = _colorKeywords[style.toLowerCase()]; -- if (hex !== undefined) { -+ const hex = _colorKeywords[ style.toLowerCase() ]; -+ -+ if ( hex !== undefined ) { -+ - // red -- this.setHex(hex, colorSpace); -+ this.setHex( hex, colorSpace ); -+ - } else { -+ - // unknown color -- console.warn('THREE.Color: Unknown color ' + style); -+ console.warn( 'THREE.Color: Unknown color ' + style ); -+ - } -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this.r, this.g, this.b); -+ -+ return new this.constructor( this.r, this.g, this.b ); -+ - } -- copy(color) { -+ -+ copy( color ) { -+ - this.r = color.r; - this.g = color.g; - this.b = color.b; -+ - return this; -+ - } -- copySRGBToLinear(color) { -- this.r = SRGBToLinear(color.r); -- this.g = SRGBToLinear(color.g); -- this.b = SRGBToLinear(color.b); -+ -+ copySRGBToLinear( color ) { -+ -+ this.r = SRGBToLinear( color.r ); -+ this.g = SRGBToLinear( color.g ); -+ this.b = SRGBToLinear( color.b ); -+ - return this; -+ - } -- copyLinearToSRGB(color) { -- this.r = LinearToSRGB(color.r); -- this.g = LinearToSRGB(color.g); -- this.b = LinearToSRGB(color.b); -+ -+ copyLinearToSRGB( color ) { -+ -+ this.r = LinearToSRGB( color.r ); -+ this.g = LinearToSRGB( color.g ); -+ this.b = LinearToSRGB( color.b ); -+ - return this; -+ - } -+ - convertSRGBToLinear() { -- this.copySRGBToLinear(this); -+ -+ this.copySRGBToLinear( this ); -+ - return this; -+ - } -+ - convertLinearToSRGB() { -- this.copyLinearToSRGB(this); -+ -+ this.copyLinearToSRGB( this ); -+ - return this; -+ - } -- getHex(colorSpace = SRGBColorSpace) { -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -- return clamp(_rgb$1.r * 255, 0, 255) << 16 ^ clamp(_rgb$1.g * 255, 0, 255) << 8 ^ clamp(_rgb$1.b * 255, 0, 255) << 0; -+ -+ getHex( colorSpace = SRGBColorSpace ) { -+ -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ -+ return clamp( _rgb$1.r * 255, 0, 255 ) << 16 ^ clamp( _rgb$1.g * 255, 0, 255 ) << 8 ^ clamp( _rgb$1.b * 255, 0, 255 ) << 0; -+ - } -- getHexString(colorSpace = SRGBColorSpace) { -- return ('000000' + this.getHex(colorSpace).toString(16)).slice(-6); -+ -+ getHexString( colorSpace = SRGBColorSpace ) { -+ -+ return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 ); -+ - } -- getHSL(target, colorSpace = ColorManagement.workingColorSpace) { -+ -+ getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { -+ - // h,s,l ranges are in 0.0 - 1.0 - -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -- const r = _rgb$1.r, -- g = _rgb$1.g, -- b = _rgb$1.b; -- const max = Math.max(r, g, b); -- const min = Math.min(r, g, b); -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ -+ const r = _rgb$1.r, g = _rgb$1.g, b = _rgb$1.b; -+ -+ const max = Math.max( r, g, b ); -+ const min = Math.min( r, g, b ); -+ - let hue, saturation; -- const lightness = (min + max) / 2.0; -- if (min === max) { -+ const lightness = ( min + max ) / 2.0; -+ -+ if ( min === max ) { -+ - hue = 0; - saturation = 0; -+ - } else { -+ - const delta = max - min; -- saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min); -- switch (max) { -- case r: -- hue = (g - b) / delta + (g < b ? 6 : 0); -- break; -- case g: -- hue = (b - r) / delta + 2; -- break; -- case b: -- hue = (r - g) / delta + 4; -- break; -+ -+ 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; -+ - } -- getRGB(target, colorSpace = ColorManagement.workingColorSpace) { -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -+ -+ getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { -+ -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ - target.r = _rgb$1.r; - target.g = _rgb$1.g; - target.b = _rgb$1.b; -+ - return target; -+ - } -- getStyle(colorSpace = SRGBColorSpace) { -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -- if (colorSpace !== SRGBColorSpace) { -+ -+ getStyle( colorSpace = SRGBColorSpace ) { -+ -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ -+ if ( colorSpace !== SRGBColorSpace ) { -+ - // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). -- return `color(${colorSpace} ${_rgb$1.r} ${_rgb$1.g} ${_rgb$1.b})`; -+ return `color(${ colorSpace } ${ _rgb$1.r } ${ _rgb$1.g } ${ _rgb$1.b })`; -+ - } -- return `rgb(${_rgb$1.r * 255 | 0},${_rgb$1.g * 255 | 0},${_rgb$1.b * 255 | 0})`; -+ -+ return `rgb(${( _rgb$1.r * 255 ) | 0},${( _rgb$1.g * 255 ) | 0},${( _rgb$1.b * 255 ) | 0})`; -+ - } -- offsetHSL(h, s, l) { -- this.getHSL(_hslA); -- _hslA.h += h; -- _hslA.s += s; -- _hslA.l += l; -- this.setHSL(_hslA.h, _hslA.s, _hslA.l); -+ -+ offsetHSL( h, s, l ) { -+ -+ this.getHSL( _hslA ); -+ -+ _hslA.h += h; _hslA.s += s; _hslA.l += l; -+ -+ this.setHSL( _hslA.h, _hslA.s, _hslA.l ); -+ - return this; -+ - } -- add(color) { -+ -+ add( color ) { -+ - this.r += color.r; - this.g += color.g; - this.b += color.b; -+ - return this; -+ - } -- addColors(color1, color2) { -+ -+ addColors( color1, color2 ) { -+ - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.r += s; - this.g += s; - this.b += s; -+ - return this; -+ - } -- sub(color) { -- this.r = Math.max(0, this.r - color.r); -- this.g = Math.max(0, this.g - color.g); -- this.b = Math.max(0, this.b - color.b); -+ -+ sub( color ) { -+ -+ this.r = Math.max( 0, this.r - color.r ); -+ this.g = Math.max( 0, this.g - color.g ); -+ this.b = Math.max( 0, this.b - color.b ); -+ - return this; -+ - } -- multiply(color) { -+ -+ multiply( color ) { -+ - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; -+ - return this; -+ - } -- multiplyScalar(s) { -+ -+ multiplyScalar( s ) { -+ - this.r *= s; - this.g *= s; - this.b *= s; -+ - return this; -+ - } -- lerp(color, alpha) { -- this.r += (color.r - this.r) * alpha; -- this.g += (color.g - this.g) * alpha; -- this.b += (color.b - this.b) * alpha; -+ -+ lerp( color, alpha ) { -+ -+ this.r += ( color.r - this.r ) * alpha; -+ this.g += ( color.g - this.g ) * alpha; -+ this.b += ( color.b - this.b ) * alpha; -+ - return this; -+ - } -- lerpColors(color1, color2, alpha) { -- this.r = color1.r + (color2.r - color1.r) * alpha; -- this.g = color1.g + (color2.g - color1.g) * alpha; -- this.b = color1.b + (color2.b - color1.b) * alpha; -+ -+ lerpColors( color1, color2, alpha ) { -+ -+ this.r = color1.r + ( color2.r - color1.r ) * alpha; -+ this.g = color1.g + ( color2.g - color1.g ) * alpha; -+ this.b = color1.b + ( color2.b - color1.b ) * alpha; -+ - return this; -+ - } -- lerpHSL(color, alpha) { -- this.getHSL(_hslA); -- color.getHSL(_hslB); -- const h = lerp(_hslA.h, _hslB.h, alpha); -- const s = lerp(_hslA.s, _hslB.s, alpha); -- const l = lerp(_hslA.l, _hslB.l, alpha); -- this.setHSL(h, s, l); -+ -+ lerpHSL( color, alpha ) { -+ -+ this.getHSL( _hslA ); -+ color.getHSL( _hslB ); -+ -+ const h = lerp( _hslA.h, _hslB.h, alpha ); -+ const s = lerp( _hslA.s, _hslB.s, alpha ); -+ const l = lerp( _hslA.l, _hslB.l, alpha ); -+ -+ this.setHSL( h, s, l ); -+ - return this; -+ - } -- equals(c) { -- return c.r === this.r && c.g === this.g && c.b === this.b; -+ -+ equals( c ) { -+ -+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); -+ - } -- fromArray(array, offset = 0) { -- this.r = array[offset]; -- this.g = array[offset + 1]; -- this.b = array[offset + 2]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.r = array[ offset ]; -+ this.g = array[ offset + 1 ]; -+ this.b = array[ offset + 2 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.r; -- array[offset + 1] = this.g; -- array[offset + 2] = this.b; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.r; -+ array[ offset + 1 ] = this.g; -+ array[ offset + 2 ] = this.b; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.r = attribute.getX(index); -- this.g = attribute.getY(index); -- this.b = attribute.getZ(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.r = attribute.getX( index ); -+ this.g = attribute.getY( index ); -+ this.b = attribute.getZ( index ); -+ - return this; -+ - } -+ - toJSON() { -+ - return this.getHex(); -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.r; - yield this.g; - yield this.b; -+ - } -+ - } -+ - Color.NAMES = _colorKeywords; - - let _canvas; -+ - class ImageUtils { -- static getDataURL(image) { -- if (/^data:/i.test(image.src)) { -+ -+ static getDataURL( image ) { -+ -+ if ( /^data:/i.test( image.src ) ) { -+ - return image.src; -+ - } -- if (typeof HTMLCanvasElement == 'undefined') { -+ -+ if ( typeof HTMLCanvasElement == 'undefined' ) { -+ - return image.src; -+ - } -+ - let canvas; -- if (image instanceof HTMLCanvasElement) { -+ -+ if ( image instanceof HTMLCanvasElement ) { -+ - canvas = image; -+ - } else { -- if (_canvas === undefined) _canvas = createElementNS('canvas'); -+ -+ if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); -+ - _canvas.width = image.width; - _canvas.height = image.height; -- const context = _canvas.getContext('2d'); -- if (image instanceof ImageData) { -- context.putImageData(image, 0, 0); -+ -+ const context = _canvas.getContext( '2d' ); -+ -+ if ( image instanceof ImageData ) { -+ -+ context.putImageData( image, 0, 0 ); -+ - } else { -- context.drawImage(image, 0, 0, image.width, image.height); -+ -+ context.drawImage( image, 0, 0, image.width, image.height ); -+ - } -+ - canvas = _canvas; -+ - } -- if (canvas.width > 2048 || canvas.height > 2048) { -- console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image); -- return canvas.toDataURL('image/jpeg', 0.6); -+ -+ if ( canvas.width > 2048 || canvas.height > 2048 ) { -+ -+ console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); -+ -+ return canvas.toDataURL( 'image/jpeg', 0.6 ); -+ - } else { -- return canvas.toDataURL('image/png'); -+ -+ return canvas.toDataURL( 'image/png' ); -+ - } -+ - } -- static sRGBToLinear(image) { -- if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { -- const canvas = createElementNS('canvas'); -+ -+ static sRGBToLinear( image ) { -+ -+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || -+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || -+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { -+ -+ const canvas = createElementNS( 'canvas' ); -+ - canvas.width = image.width; - canvas.height = image.height; -- const context = canvas.getContext('2d'); -- context.drawImage(image, 0, 0, image.width, image.height); -- const imageData = context.getImageData(0, 0, image.width, image.height); -+ -+ const context = canvas.getContext( '2d' ); -+ context.drawImage( image, 0, 0, image.width, image.height ); -+ -+ const imageData = context.getImageData( 0, 0, image.width, image.height ); - const data = imageData.data; -- for (let i = 0; i < data.length; i++) { -- data[i] = SRGBToLinear(data[i] / 255) * 255; -+ -+ for ( let i = 0; i < data.length; i ++ ) { -+ -+ data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; -+ - } -- context.putImageData(imageData, 0, 0); -+ -+ context.putImageData( imageData, 0, 0 ); -+ - return canvas; -- } else if (image.data) { -- const data = image.data.slice(0); -- for (let i = 0; i < data.length; i++) { -- if (data instanceof Uint8Array || data instanceof Uint8ClampedArray) { -- data[i] = Math.floor(SRGBToLinear(data[i] / 255) * 255); -+ -+ } else if ( image.data ) { -+ -+ const data = image.data.slice( 0 ); -+ -+ for ( let i = 0; i < data.length; i ++ ) { -+ -+ if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) { -+ -+ data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 ); -+ - } else { -+ - // assuming float - -- data[i] = SRGBToLinear(data[i]); -+ data[ i ] = SRGBToLinear( data[ i ] ); -+ - } -+ - } -+ - return { - data: data, - width: image.width, - height: image.height - }; -+ - } else { -- console.warn('THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.'); -+ -+ console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); - return image; -+ - } -+ - } -+ - } - - class Source { -- constructor(data = null) { -+ -+ constructor( data = null ) { -+ - this.isSource = true; -+ - this.uuid = generateUUID(); -+ - this.data = data; -+ - this.version = 0; -+ - } -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -- toJSON(meta) { -- const isRootObject = meta === undefined || typeof meta === 'string'; -- if (!isRootObject && meta.images[this.uuid] !== undefined) { -- return meta.images[this.uuid]; -+ -+ toJSON( meta ) { -+ -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ -+ if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) { -+ -+ return meta.images[ this.uuid ]; -+ - } -+ - const output = { - uuid: this.uuid, - url: '' - }; -+ - const data = this.data; -- if (data !== null) { -+ -+ if ( data !== null ) { -+ - let url; -- if (Array.isArray(data)) { -+ -+ if ( Array.isArray( data ) ) { -+ - // cube texture - - url = []; -- for (let i = 0, l = data.length; i < l; i++) { -- if (data[i].isDataTexture) { -- url.push(serializeImage(data[i].image)); -+ -+ for ( let i = 0, l = data.length; i < l; i ++ ) { -+ -+ if ( data[ i ].isDataTexture ) { -+ -+ url.push( serializeImage( data[ i ].image ) ); -+ - } else { -- url.push(serializeImage(data[i])); -+ -+ url.push( serializeImage( data[ i ] ) ); -+ - } -+ - } -+ - } else { -+ - // texture - -- url = serializeImage(data); -+ url = serializeImage( data ); -+ - } -+ - output.url = url; -+ - } -- if (!isRootObject) { -- meta.images[this.uuid] = output; -+ -+ if ( ! isRootObject ) { -+ -+ meta.images[ this.uuid ] = output; -+ - } -+ - return output; -+ - } -+ - } --function serializeImage(image) { -- if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { -+ -+function serializeImage( image ) { -+ -+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || -+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || -+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { -+ - // default images - -- return ImageUtils.getDataURL(image); -+ return ImageUtils.getDataURL( image ); -+ - } else { -- if (image.data) { -+ -+ if ( image.data ) { -+ - // images of DataTexture - - return { -- data: Array.from(image.data), -+ data: Array.from( image.data ), - width: image.width, - height: image.height, - type: image.data.constructor.name - }; -+ - } else { -- console.warn('THREE.Texture: Unable to serialize Texture.'); -+ -+ console.warn( 'THREE.Texture: Unable to serialize Texture.' ); - return {}; -+ - } -+ - } -+ - } - - let textureId = 0; -+ - class Texture extends EventDispatcher { -- constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, encoding = LinearEncoding) { -+ -+ constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, encoding = LinearEncoding ) { -+ - super(); -+ - this.isTexture = true; -- Object.defineProperty(this, 'id', { -- value: textureId++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: textureId ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; -- this.source = new Source(image); -+ -+ this.source = new Source( image ); - this.mipmaps = []; -+ - this.mapping = mapping; -+ - this.wrapS = wrapS; - this.wrapT = wrapT; -+ - this.magFilter = magFilter; - this.minFilter = minFilter; -+ - this.anisotropy = anisotropy; -+ - this.format = format; - this.internalFormat = null; - this.type = type; -- this.offset = new Vector2(0, 0); -- this.repeat = new Vector2(1, 1); -- this.center = new Vector2(0, 0); -+ -+ this.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) -+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - this.encoding = encoding; -+ - this.userData = {}; -+ - this.version = 0; - this.onUpdate = null; -+ - this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not - this.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures) -+ - } - - get image() { -+ - return this.source.data; -+ - } -- set image(value) { -+ -+ set image( value ) { -+ - this.source.data = value; -+ - } -+ - updateMatrix() { -- this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y); -+ -+ this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; -+ - this.source = source.source; -- this.mipmaps = source.mipmaps.slice(0); -+ this.mipmaps = source.mipmaps.slice( 0 ); -+ - this.mapping = source.mapping; -+ - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; -+ - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; -+ - this.anisotropy = source.anisotropy; -+ - this.format = source.format; - this.internalFormat = source.internalFormat; - this.type = source.type; -- this.offset.copy(source.offset); -- this.repeat.copy(source.repeat); -- this.center.copy(source.center); -+ -+ this.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.matrix.copy( source.matrix ); -+ - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.encoding = source.encoding; -- this.userData = JSON.parse(JSON.stringify(source.userData)); -+ -+ this.userData = JSON.parse( JSON.stringify( source.userData ) ); -+ - this.needsUpdate = true; -+ - return this; -+ - } -- toJSON(meta) { -- const isRootObject = meta === undefined || typeof meta === 'string'; -- if (!isRootObject && meta.textures[this.uuid] !== undefined) { -- return meta.textures[this.uuid]; -+ -+ toJSON( meta ) { -+ -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ -+ if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { -+ -+ return meta.textures[ this.uuid ]; -+ - } -+ - const output = { -+ - metadata: { - version: 4.5, - type: 'Texture', - generator: 'Texture.toJSON' - }, -+ - uuid: this.uuid, - name: this.name, -- image: this.source.toJSON(meta).uuid, -+ -+ image: this.source.toJSON( meta ).uuid, -+ - mapping: this.mapping, -- repeat: [this.repeat.x, this.repeat.y], -- offset: [this.offset.x, this.offset.y], -- center: [this.center.x, this.center.y], -+ -+ 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], -+ -+ 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, -+ - generateMipmaps: this.generateMipmaps, - premultiplyAlpha: this.premultiplyAlpha, - unpackAlignment: this.unpackAlignment -+ - }; -- if (Object.keys(this.userData).length > 0) output.userData = this.userData; -- if (!isRootObject) { -- meta.textures[this.uuid] = output; -+ -+ if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData; -+ -+ if ( ! isRootObject ) { -+ -+ meta.textures[ this.uuid ] = output; -+ - } -+ - return output; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -- } -- transformUv(uv) { -- if (this.mapping !== UVMapping) return uv; -- uv.applyMatrix3(this.matrix); -- if (uv.x < 0 || uv.x > 1) { -- switch (this.wrapS) { -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ -+ } -+ -+ transformUv( uv ) { -+ -+ if ( this.mapping !== UVMapping ) return uv; -+ -+ uv.applyMatrix3( this.matrix ); -+ -+ if ( uv.x < 0 || uv.x > 1 ) { -+ -+ switch ( this.wrapS ) { -+ - case RepeatWrapping: -- uv.x = uv.x - Math.floor(uv.x); -+ -+ 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; -+ -+ 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); -+ -+ uv.x = uv.x - Math.floor( uv.x ); -+ - } -+ - break; -+ - } -+ - } -- if (uv.y < 0 || uv.y > 1) { -- switch (this.wrapT) { -+ -+ if ( uv.y < 0 || uv.y > 1 ) { -+ -+ switch ( this.wrapT ) { -+ - case RepeatWrapping: -- uv.y = uv.y - Math.floor(uv.y); -+ -+ 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; -+ -+ 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); -+ -+ uv.y = uv.y - Math.floor( uv.y ); -+ - } -+ - break; -+ - } -+ - } -- if (this.flipY) { -+ -+ if ( this.flipY ) { -+ - uv.y = 1 - uv.y; -+ - } -+ - return uv; -+ - } -- set needsUpdate(value) { -- if (value === true) { -- this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) { -+ -+ this.version ++; - this.source.needsUpdate = true; -+ - } -+ - } -+ - } -+ - Texture.DEFAULT_IMAGE = null; - Texture.DEFAULT_MAPPING = UVMapping; - Texture.DEFAULT_ANISOTROPY = 1; - - class Vector4 { -- constructor(x = 0, y = 0, z = 0, w = 1) { -+ -+ constructor( x = 0, y = 0, z = 0, w = 1 ) { -+ - Vector4.prototype.isVector4 = true; -+ - this.x = x; - this.y = y; - this.z = z; - this.w = w; -+ - } -+ - get width() { -+ - return this.z; -+ - } -- set width(value) { -+ -+ set width( value ) { -+ - this.z = value; -+ - } -+ - get height() { -+ - return this.w; -+ - } -- set height(value) { -+ -+ set height( value ) { -+ - this.w = value; -+ - } -- set(x, y, z, w) { -+ -+ set( x, y, z, w ) { -+ - this.x = x; - this.y = y; - this.z = z; - this.w = w; -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; -+ - return this; -+ - } -- setX(x) { -+ -+ setX( x ) { -+ - this.x = x; -+ - return this; -+ - } -- setY(y) { -+ -+ setY( y ) { -+ - this.y = y; -+ - return this; -+ - } -- setZ(z) { -+ -+ setZ( z ) { -+ - this.z = z; -+ - return this; -+ - } -- setW(w) { -+ -+ setW( w ) { -+ - this.w = w; -+ - return this; -+ - } -- setComponent(index, value) { -- switch (index) { -- case 0: -- this.x = value; -- break; -- case 1: -- this.y = value; -- break; -- case 2: -- this.z = value; -- break; -- case 3: -- this.w = value; -- break; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ setComponent( index, value ) { -+ -+ switch ( index ) { -+ -+ case 0: this.x = value; break; -+ case 1: this.y = value; break; -+ case 2: this.z = value; break; -+ case 3: this.w = value; break; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - return this; -+ - } -- getComponent(index) { -- switch (index) { -- case 0: -- return this.x; -- case 1: -- return this.y; -- case 2: -- return this.z; -- case 3: -- return this.w; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ getComponent( index ) { -+ -+ switch ( index ) { -+ -+ case 0: return this.x; -+ case 1: return this.y; -+ case 2: return this.z; -+ case 3: return this.w; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.x, this.y, this.z, this.w); -+ -+ return new this.constructor( this.x, this.y, this.z, this.w ); -+ - } -- copy(v) { -+ -+ copy( v ) { -+ - this.x = v.x; - this.y = v.y; - this.z = v.z; -- this.w = v.w !== undefined ? v.w : 1; -+ this.w = ( v.w !== undefined ) ? v.w : 1; -+ - return this; -+ - } -- add(v) { -+ -+ add( v ) { -+ - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.x += s; - this.y += s; - this.z += s; - this.w += s; -+ - return this; -+ - } -- addVectors(a, b) { -+ -+ addVectors( a, b ) { -+ - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; -+ - return this; -+ - } -- addScaledVector(v, s) { -+ -+ addScaledVector( v, s ) { -+ - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; -+ - return this; -+ - } -- sub(v) { -+ -+ sub( v ) { -+ - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; -+ - return this; -+ - } -- subScalar(s) { -+ -+ subScalar( s ) { -+ - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; -+ - return this; -+ - } -- subVectors(a, b) { -+ -+ subVectors( a, b ) { -+ - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; -+ - return this; -+ - } -- multiply(v) { -+ -+ multiply( v ) { -+ - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - this.w *= v.w; -+ - return this; -+ - } -- multiplyScalar(scalar) { -+ -+ multiplyScalar( scalar ) { -+ - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; -+ - return this; -+ - } -- applyMatrix4(m) { -- const x = this.x, -- y = this.y, -- z = this.z, -- w = this.w; -+ -+ applyMatrix4( m ) { -+ -+ const x = this.x, y = this.y, z = this.z, w = this.w; - const e = m.elements; -- this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w; -- this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w; -- this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w; -- this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w; -+ -+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; -+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; -+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; -+ this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; -+ - return this; -+ - } -- divideScalar(scalar) { -- return this.multiplyScalar(1 / scalar); -+ -+ divideScalar( scalar ) { -+ -+ return this.multiplyScalar( 1 / scalar ); -+ - } -- setAxisAngleFromQuaternion(q) { -+ -+ setAxisAngleFromQuaternion( q ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - - // q is assumed to be normalized - -- this.w = 2 * Math.acos(q.w); -- const s = Math.sqrt(1 - q.w * q.w); -- if (s < 0.0001) { -+ this.w = 2 * Math.acos( q.w ); -+ -+ const s = Math.sqrt( 1 - q.w * q.w ); -+ -+ if ( s < 0.0001 ) { -+ - this.x = 1; - this.y = 0; - this.z = 0; -+ - } else { -+ - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; -+ - } -+ - return this; -+ - } -- setAxisAngleFromRotationMatrix(m) { -+ -+ setAxisAngleFromRotationMatrix( m ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - let angle, x, y, z; // variables for result -- const epsilon = 0.01, -- // margin to allow for rounding errors -- epsilon2 = 0.1, -- // margin to distinguish between 0 and 180 degrees -+ const epsilon = 0.01, // margin to allow for rounding errors -+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - - te = m.elements, -- m11 = te[0], -- m12 = te[4], -- m13 = te[8], -- m21 = te[1], -- m22 = te[5], -- m23 = te[9], -- m31 = te[2], -- m32 = te[6], -- m33 = te[10]; -- if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) { -+ -+ 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) { -+ 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); -+ this.set( 1, 0, 0, 0 ); -+ - return this; // zero angle, arbitrary axis -+ - } - - // otherwise this singularity is angle = 180 - - angle = Math.PI; -- const xx = (m11 + 1) / 2; -- const yy = (m22 + 1) / 2; -- const zz = (m33 + 1) / 2; -- const xy = (m12 + m21) / 4; -- const xz = (m13 + m31) / 4; -- const yz = (m23 + m32) / 4; -- if (xx > yy && xx > zz) { -+ -+ const xx = ( m11 + 1 ) / 2; -+ const yy = ( m22 + 1 ) / 2; -+ const zz = ( m33 + 1 ) / 2; -+ const xy = ( m12 + m21 ) / 4; -+ const xz = ( m13 + m31 ) / 4; -+ const yz = ( m23 + m32 ) / 4; -+ -+ if ( ( xx > yy ) && ( xx > zz ) ) { -+ - // m11 is the largest diagonal term - -- if (xx < epsilon) { -+ if ( xx < epsilon ) { -+ - x = 0; - y = 0.707106781; - z = 0.707106781; -+ - } else { -- x = Math.sqrt(xx); -+ -+ x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; -+ - } -- } else if (yy > zz) { -+ -+ } else if ( yy > zz ) { -+ - // m22 is the largest diagonal term - -- if (yy < epsilon) { -+ if ( yy < epsilon ) { -+ - x = 0.707106781; - y = 0; - z = 0.707106781; -+ - } else { -- y = Math.sqrt(yy); -+ -+ 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) { -+ if ( zz < epsilon ) { -+ - x = 0.707106781; - y = 0.707106781; - z = 0; -+ - } else { -- z = Math.sqrt(zz); -+ -+ z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; -+ - } -+ - } -- this.set(x, y, z, angle); -+ -+ this.set( x, y, z, angle ); -+ - return this; // return 180 deg rotation -+ - } - - // as we have reached here there are no singularities so we can handle normally - -- let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize -+ let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + -+ ( m13 - m31 ) * ( m13 - m31 ) + -+ ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - -- if (Math.abs(s) < 0.001) s = 1; -+ 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); -+ this.x = ( m32 - m23 ) / s; -+ this.y = ( m13 - m31 ) / s; -+ this.z = ( m21 - m12 ) / s; -+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); -+ - return this; -+ - } -- min(v) { -- this.x = Math.min(this.x, v.x); -- this.y = Math.min(this.y, v.y); -- this.z = Math.min(this.z, v.z); -- this.w = Math.min(this.w, v.w); -+ -+ min( v ) { -+ -+ this.x = Math.min( this.x, v.x ); -+ this.y = Math.min( this.y, v.y ); -+ this.z = Math.min( this.z, v.z ); -+ this.w = Math.min( this.w, v.w ); -+ - return this; -+ - } -- max(v) { -- this.x = Math.max(this.x, v.x); -- this.y = Math.max(this.y, v.y); -- this.z = Math.max(this.z, v.z); -- this.w = Math.max(this.w, v.w); -+ -+ max( v ) { -+ -+ this.x = Math.max( this.x, v.x ); -+ this.y = Math.max( this.y, v.y ); -+ this.z = Math.max( this.z, v.z ); -+ this.w = Math.max( this.w, v.w ); -+ - return this; -+ - } -- clamp(min, max) { -+ -+ clamp( min, max ) { -+ - // assumes min < max, componentwise - -- this.x = Math.max(min.x, Math.min(max.x, this.x)); -- this.y = Math.max(min.y, Math.min(max.y, this.y)); -- this.z = Math.max(min.z, Math.min(max.z, this.z)); -- this.w = Math.max(min.w, Math.min(max.w, this.w)); -+ this.x = Math.max( min.x, Math.min( max.x, this.x ) ); -+ this.y = Math.max( min.y, Math.min( max.y, this.y ) ); -+ this.z = Math.max( min.z, Math.min( max.z, this.z ) ); -+ this.w = Math.max( min.w, Math.min( max.w, this.w ) ); -+ - return this; -+ - } -- clampScalar(minVal, maxVal) { -- this.x = Math.max(minVal, Math.min(maxVal, this.x)); -- this.y = Math.max(minVal, Math.min(maxVal, this.y)); -- this.z = Math.max(minVal, Math.min(maxVal, this.z)); -- this.w = Math.max(minVal, Math.min(maxVal, this.w)); -+ -+ clampScalar( minVal, maxVal ) { -+ -+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); -+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); -+ this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); -+ this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); -+ - return this; -+ - } -- clampLength(min, max) { -+ -+ clampLength( min, max ) { -+ - const length = this.length(); -- return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); -+ -+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); -+ - } -+ - floor() { -- this.x = Math.floor(this.x); -- this.y = Math.floor(this.y); -- this.z = Math.floor(this.z); -- this.w = Math.floor(this.w); -+ -+ this.x = Math.floor( this.x ); -+ this.y = Math.floor( this.y ); -+ this.z = Math.floor( this.z ); -+ this.w = Math.floor( this.w ); -+ - return this; -+ - } -+ - ceil() { -- this.x = Math.ceil(this.x); -- this.y = Math.ceil(this.y); -- this.z = Math.ceil(this.z); -- this.w = Math.ceil(this.w); -+ -+ this.x = Math.ceil( this.x ); -+ this.y = Math.ceil( this.y ); -+ this.z = Math.ceil( this.z ); -+ this.w = Math.ceil( this.w ); -+ - return this; -+ - } -+ - round() { -- this.x = Math.round(this.x); -- this.y = Math.round(this.y); -- this.z = Math.round(this.z); -- this.w = Math.round(this.w); -+ -+ this.x = Math.round( this.x ); -+ this.y = Math.round( this.y ); -+ this.z = Math.round( this.z ); -+ this.w = Math.round( this.w ); -+ - return this; -+ - } -+ - roundToZero() { -- this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); -- this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); -- this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); -- this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w); -+ -+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); -+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); -+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); -+ this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); -+ - return this; -+ - } -+ - negate() { -- this.x = -this.x; -- this.y = -this.y; -- this.z = -this.z; -- this.w = -this.w; -+ -+ this.x = - this.x; -+ this.y = - this.y; -+ this.z = - this.z; -+ this.w = - this.w; -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; -+ - } -+ - lengthSq() { -+ - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; -+ - } -+ - length() { -- return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); -+ -+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); -+ - } -+ - manhattanLength() { -- return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w); -+ -+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); -+ - } -+ - normalize() { -- return this.divideScalar(this.length() || 1); -+ -+ return this.divideScalar( this.length() || 1 ); -+ - } -- setLength(length) { -- return this.normalize().multiplyScalar(length); -+ -+ setLength( length ) { -+ -+ return this.normalize().multiplyScalar( length ); -+ - } -- lerp(v, alpha) { -- this.x += (v.x - this.x) * alpha; -- this.y += (v.y - this.y) * alpha; -- this.z += (v.z - this.z) * alpha; -- this.w += (v.w - this.w) * alpha; -+ -+ lerp( v, alpha ) { -+ -+ this.x += ( v.x - this.x ) * alpha; -+ this.y += ( v.y - this.y ) * alpha; -+ this.z += ( v.z - this.z ) * alpha; -+ this.w += ( v.w - this.w ) * alpha; -+ - return this; -+ - } -- lerpVectors(v1, v2, alpha) { -- this.x = v1.x + (v2.x - v1.x) * alpha; -- this.y = v1.y + (v2.y - v1.y) * alpha; -- this.z = v1.z + (v2.z - v1.z) * alpha; -- this.w = v1.w + (v2.w - v1.w) * alpha; -+ -+ lerpVectors( v1, v2, alpha ) { -+ -+ this.x = v1.x + ( v2.x - v1.x ) * alpha; -+ this.y = v1.y + ( v2.y - v1.y ) * alpha; -+ this.z = v1.z + ( v2.z - v1.z ) * alpha; -+ this.w = v1.w + ( v2.w - v1.w ) * alpha; -+ - return this; -+ - } -- equals(v) { -- return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w; -+ -+ equals( v ) { -+ -+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); -+ - } -- fromArray(array, offset = 0) { -- this.x = array[offset]; -- this.y = array[offset + 1]; -- this.z = array[offset + 2]; -- this.w = array[offset + 3]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.x = array[ offset ]; -+ this.y = array[ offset + 1 ]; -+ this.z = array[ offset + 2 ]; -+ this.w = array[ offset + 3 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.x; -- array[offset + 1] = this.y; -- array[offset + 2] = this.z; -- array[offset + 3] = this.w; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.x; -+ array[ offset + 1 ] = this.y; -+ array[ offset + 2 ] = this.z; -+ array[ offset + 3 ] = this.w; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.x = attribute.getX(index); -- this.y = attribute.getY(index); -- this.z = attribute.getZ(index); -- this.w = attribute.getW(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.x = attribute.getX( index ); -+ this.y = attribute.getY( index ); -+ this.z = attribute.getZ( index ); -+ this.w = attribute.getW( index ); -+ - return this; -+ - } -+ - random() { -+ - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); - this.w = Math.random(); -+ - return this; -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.x; - yield this.y; - yield this.z; - yield this.w; -+ - } -+ - } - - /* -@@ -2294,103 +3324,148 @@ class Vector4 { - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers - */ - class WebGLRenderTarget extends EventDispatcher { -- constructor(width = 1, height = 1, options = {}) { -+ -+ constructor( width = 1, height = 1, options = {} ) { -+ - super(); -+ - this.isWebGLRenderTarget = true; -+ - this.width = width; - this.height = height; - this.depth = 1; -- this.scissor = new Vector4(0, 0, width, height); -+ -+ this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; -- this.viewport = new Vector4(0, 0, width, height); -- const image = { -- width: width, -- height: height, -- depth: 1 -- }; -- this.texture = new Texture(image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding); -+ -+ this.viewport = new Vector4( 0, 0, width, height ); -+ -+ const image = { width: width, height: height, depth: 1 }; -+ -+ this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - this.texture.isRenderTargetTexture = true; -+ - this.texture.flipY = false; - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; - this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null; - this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; -+ - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; -+ - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; -+ - this.samples = options.samples !== undefined ? options.samples : 0; -+ - } -- setSize(width, height, depth = 1) { -- if (this.width !== width || this.height !== height || this.depth !== depth) { -+ -+ setSize( width, height, depth = 1 ) { -+ -+ if ( this.width !== width || this.height !== height || this.depth !== depth ) { -+ - this.width = width; - this.height = height; - this.depth = depth; -+ - this.texture.image.width = width; - this.texture.image.height = height; - this.texture.image.depth = depth; -+ - this.dispose(); -+ - } -- this.viewport.set(0, 0, width, height); -- this.scissor.set(0, 0, width, height); -+ -+ this.viewport.set( 0, 0, width, height ); -+ this.scissor.set( 0, 0, width, height ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.width = source.width; - this.height = source.height; - this.depth = source.depth; -- this.viewport.copy(source.viewport); -+ -+ this.viewport.copy( source.viewport ); -+ - this.texture = source.texture.clone(); - this.texture.isRenderTargetTexture = true; - - // ensure image object is not shared, see #20328 - -- const image = Object.assign({}, source.texture.image); -- this.texture.source = new Source(image); -+ const image = Object.assign( {}, source.texture.image ); -+ this.texture.source = new Source( image ); -+ - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; -- if (source.depthTexture !== null) this.depthTexture = source.depthTexture.clone(); -+ -+ if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); -+ - this.samples = source.samples; -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - } -+ - } - - class DataArrayTexture extends Texture { -- constructor(data = null, width = 1, height = 1, depth = 1) { -- super(null); -+ -+ constructor( data = null, width = 1, height = 1, depth = 1 ) { -+ -+ super( null ); -+ - this.isDataArrayTexture = true; -- this.image = { -- data, -- width, -- height, -- depth -- }; -+ -+ this.image = { data, width, height, depth }; -+ - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; -+ - this.wrapR = ClampToEdgeWrapping; -+ - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; -+ - } -+ - } - - class WebGLArrayRenderTarget extends WebGLRenderTarget { -- constructor(width = 1, height = 1, depth = 1) { -- super(width, height); -+ -+ constructor( width = 1, height = 1, depth = 1 ) { -+ -+ super( width, height ); -+ - this.isWebGLArrayRenderTarget = true; -+ - this.depth = depth; -- this.texture = new DataArrayTexture(null, width, height, depth); -+ -+ this.texture = new DataArrayTexture( null, width, height, depth ); -+ - this.texture.isRenderTargetTexture = true; -+ - } -+ - } - - class Data3DTexture extends Texture { -- constructor(data = null, width = 1, height = 1, depth = 1) { -+ -+ constructor( data = null, width = 1, height = 1, depth = 1 ) { -+ - // We're going to add .setXXX() methods for setting properties later. - // Users can still set in DataTexture3D directly. - // -@@ -2399,212 +3474,323 @@ class Data3DTexture extends Texture { - // - // See #14839 - -- super(null); -+ super( null ); -+ - this.isData3DTexture = true; -- this.image = { -- data, -- width, -- height, -- depth -- }; -+ -+ this.image = { data, width, height, depth }; -+ - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; -+ - this.wrapR = ClampToEdgeWrapping; -+ - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; -+ - } -+ - } - - class WebGL3DRenderTarget extends WebGLRenderTarget { -- constructor(width = 1, height = 1, depth = 1) { -- super(width, height); -+ -+ constructor( width = 1, height = 1, depth = 1 ) { -+ -+ super( width, height ); -+ - this.isWebGL3DRenderTarget = true; -+ - this.depth = depth; -- this.texture = new Data3DTexture(null, width, height, depth); -+ -+ this.texture = new Data3DTexture( null, width, height, depth ); -+ - this.texture.isRenderTargetTexture = true; -+ - } -+ - } - - class WebGLMultipleRenderTargets extends WebGLRenderTarget { -- constructor(width = 1, height = 1, count = 1, options = {}) { -- super(width, height, options); -+ -+ constructor( width = 1, height = 1, count = 1, options = {} ) { -+ -+ super( width, height, options ); -+ - this.isWebGLMultipleRenderTargets = true; -+ - const texture = this.texture; -+ - this.texture = []; -- for (let i = 0; i < count; i++) { -- this.texture[i] = texture.clone(); -- this.texture[i].isRenderTargetTexture = true; -+ -+ for ( let i = 0; i < count; i ++ ) { -+ -+ this.texture[ i ] = texture.clone(); -+ this.texture[ i ].isRenderTargetTexture = true; -+ - } -+ - } -- setSize(width, height, depth = 1) { -- if (this.width !== width || this.height !== height || this.depth !== depth) { -+ -+ setSize( width, height, depth = 1 ) { -+ -+ if ( this.width !== width || this.height !== height || this.depth !== depth ) { -+ - this.width = width; - this.height = height; - this.depth = depth; -- for (let i = 0, il = this.texture.length; i < il; i++) { -- this.texture[i].image.width = width; -- this.texture[i].image.height = height; -- this.texture[i].image.depth = depth; -+ -+ for ( let i = 0, il = this.texture.length; i < il; i ++ ) { -+ -+ this.texture[ i ].image.width = width; -+ this.texture[ i ].image.height = height; -+ this.texture[ i ].image.depth = depth; -+ - } -+ - this.dispose(); -+ - } -- this.viewport.set(0, 0, width, height); -- this.scissor.set(0, 0, width, height); -+ -+ this.viewport.set( 0, 0, width, height ); -+ this.scissor.set( 0, 0, width, height ); -+ - return this; -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.dispose(); -+ - this.width = source.width; - this.height = source.height; - this.depth = source.depth; -- this.viewport.set(0, 0, this.width, this.height); -- this.scissor.set(0, 0, this.width, this.height); -+ -+ this.viewport.set( 0, 0, this.width, this.height ); -+ this.scissor.set( 0, 0, this.width, this.height ); -+ - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; -- if (source.depthTexture !== null) this.depthTexture = source.depthTexture.clone(); -+ -+ if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); -+ - this.texture.length = 0; -- for (let i = 0, il = source.texture.length; i < il; i++) { -- this.texture[i] = source.texture[i].clone(); -- this.texture[i].isRenderTargetTexture = true; -+ -+ for ( let i = 0, il = source.texture.length; i < il; i ++ ) { -+ -+ this.texture[ i ] = source.texture[ i ].clone(); -+ this.texture[ i ].isRenderTargetTexture = true; -+ - } -+ - return this; -+ - } -+ - } - - class Quaternion { -- constructor(x = 0, y = 0, z = 0, w = 1) { -+ -+ constructor( x = 0, y = 0, z = 0, w = 1 ) { -+ - this.isQuaternion = true; -+ - this._x = x; - this._y = y; - this._z = z; - this._w = w; -+ - } -- static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) { -+ -+ static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { -+ - // fuzz-free, array-based Quaternion SLERP operation - -- let x0 = src0[srcOffset0 + 0], -- y0 = src0[srcOffset0 + 1], -- z0 = src0[srcOffset0 + 2], -- w0 = src0[srcOffset0 + 3]; -- const x1 = src1[srcOffset1 + 0], -- y1 = src1[srcOffset1 + 1], -- z1 = src1[srcOffset1 + 2], -- w1 = src1[srcOffset1 + 3]; -- if (t === 0) { -- dst[dstOffset + 0] = x0; -- dst[dstOffset + 1] = y0; -- dst[dstOffset + 2] = z0; -- dst[dstOffset + 3] = w0; -+ let x0 = src0[ srcOffset0 + 0 ], -+ y0 = src0[ srcOffset0 + 1 ], -+ z0 = src0[ srcOffset0 + 2 ], -+ w0 = src0[ srcOffset0 + 3 ]; -+ -+ const x1 = src1[ srcOffset1 + 0 ], -+ y1 = src1[ srcOffset1 + 1 ], -+ z1 = src1[ srcOffset1 + 2 ], -+ w1 = src1[ srcOffset1 + 3 ]; -+ -+ if ( t === 0 ) { -+ -+ dst[ dstOffset + 0 ] = x0; -+ dst[ dstOffset + 1 ] = y0; -+ dst[ dstOffset + 2 ] = z0; -+ dst[ dstOffset + 3 ] = w0; - return; -+ - } -- if (t === 1) { -- dst[dstOffset + 0] = x1; -- dst[dstOffset + 1] = y1; -- dst[dstOffset + 2] = z1; -- dst[dstOffset + 3] = w1; -+ -+ if ( t === 1 ) { -+ -+ dst[ dstOffset + 0 ] = x1; -+ dst[ dstOffset + 1 ] = y1; -+ dst[ dstOffset + 2 ] = z1; -+ dst[ dstOffset + 3 ] = w1; - return; -+ - } -- if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) { -+ -+ if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { -+ - let s = 1 - t; - const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, -- dir = cos >= 0 ? 1 : -1, -+ dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; - - // Skip the Slerp for tiny steps to avoid numeric problems: -- if (sqrSin > Number.EPSILON) { -- const sin = Math.sqrt(sqrSin), -- len = Math.atan2(sin, cos * dir); -- s = Math.sin(s * len) / sin; -- t = Math.sin(t * len) / sin; -+ if ( sqrSin > Number.EPSILON ) { -+ -+ const sin = Math.sqrt( sqrSin ), -+ len = Math.atan2( sin, cos * dir ); -+ -+ s = Math.sin( s * len ) / sin; -+ t = Math.sin( t * len ) / sin; -+ - } -+ - const tDir = t * dir; -+ - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; - - // Normalize in case we just did a lerp: -- if (s === 1 - t) { -- const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0); -+ if ( s === 1 - t ) { -+ -+ const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); -+ - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; -+ - } -+ - } -- dst[dstOffset] = x0; -- dst[dstOffset + 1] = y0; -- dst[dstOffset + 2] = z0; -- dst[dstOffset + 3] = w0; -- } -- static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) { -- const x0 = src0[srcOffset0]; -- const y0 = src0[srcOffset0 + 1]; -- const z0 = src0[srcOffset0 + 2]; -- const w0 = src0[srcOffset0 + 3]; -- const x1 = src1[srcOffset1]; -- const y1 = src1[srcOffset1 + 1]; -- const z1 = src1[srcOffset1 + 2]; -- const w1 = src1[srcOffset1 + 3]; -- dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; -- dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; -- dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; -- dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; -+ -+ dst[ dstOffset ] = x0; -+ dst[ dstOffset + 1 ] = y0; -+ dst[ dstOffset + 2 ] = z0; -+ dst[ dstOffset + 3 ] = w0; -+ -+ } -+ -+ static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { -+ -+ const x0 = src0[ srcOffset0 ]; -+ const y0 = src0[ srcOffset0 + 1 ]; -+ const z0 = src0[ srcOffset0 + 2 ]; -+ const w0 = src0[ srcOffset0 + 3 ]; -+ -+ const x1 = src1[ srcOffset1 ]; -+ const y1 = src1[ srcOffset1 + 1 ]; -+ const z1 = src1[ srcOffset1 + 2 ]; -+ const w1 = src1[ srcOffset1 + 3 ]; -+ -+ dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; -+ dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; -+ dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; -+ dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; -+ - return dst; -+ - } -+ - get x() { -+ - return this._x; -+ - } -- set x(value) { -+ -+ set x( value ) { -+ - this._x = value; - this._onChangeCallback(); -+ - } -+ - get y() { -+ - return this._y; -+ - } -- set y(value) { -+ -+ set y( value ) { -+ - this._y = value; - this._onChangeCallback(); -+ - } -+ - get z() { -+ - return this._z; -+ - } -- set z(value) { -+ -+ set z( value ) { -+ - this._z = value; - this._onChangeCallback(); -+ - } -+ - get w() { -+ - return this._w; -+ - } -- set w(value) { -+ -+ set w( value ) { -+ - this._w = value; - this._onChangeCallback(); -+ - } -- set(x, y, z, w) { -+ -+ set( x, y, z, w ) { -+ - this._x = x; - this._y = y; - this._z = z; - this._w = w; -+ - this._onChangeCallback(); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this._x, this._y, this._z, this._w); -+ -+ return new this.constructor( this._x, this._y, this._z, this._w ); -+ - } -- copy(quaternion) { -+ -+ copy( quaternion ) { -+ - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromEuler(euler, update) { -- const x = euler._x, -- y = euler._y, -- z = euler._z, -- order = euler._order; -+ -+ setFromEuler( euler, update ) { -+ -+ const x = euler._x, y = euler._y, z = euler._z, order = euler._order; - - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ -@@ -2612,1270 +3798,2052 @@ class Quaternion { - - const cos = Math.cos; - const sin = Math.sin; -- const c1 = cos(x / 2); -- const c2 = cos(y / 2); -- const c3 = cos(z / 2); -- const s1 = sin(x / 2); -- const s2 = sin(y / 2); -- const s3 = sin(z / 2); -- switch (order) { -+ -+ const c1 = cos( x / 2 ); -+ const c2 = cos( y / 2 ); -+ const c3 = cos( z / 2 ); -+ -+ const s1 = sin( x / 2 ); -+ const s2 = sin( y / 2 ); -+ const s3 = sin( z / 2 ); -+ -+ switch ( order ) { -+ - case 'XYZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; -+ - case 'YXZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; -+ - case 'ZXY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; -+ - case 'ZYX': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; -+ - case 'YZX': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; -+ - case 'XZY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; -+ - default: -- console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order); -+ console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); -+ - } -- if (update !== false) this._onChangeCallback(); -+ -+ if ( update !== false ) this._onChangeCallback(); -+ - return this; -+ - } -- setFromAxisAngle(axis, angle) { -+ -+ setFromAxisAngle( axis, angle ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - - // assumes axis is normalized - -- const halfAngle = angle / 2, -- s = Math.sin(halfAngle); -+ const halfAngle = angle / 2, s = Math.sin( halfAngle ); -+ - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; -- this._w = Math.cos(halfAngle); -+ this._w = Math.cos( halfAngle ); -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromRotationMatrix(m) { -+ -+ setFromRotationMatrix( m ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements, -- m11 = te[0], -- m12 = te[4], -- m13 = te[8], -- m21 = te[1], -- m22 = te[5], -- m23 = te[9], -- m31 = te[2], -- m32 = te[6], -- m33 = te[10], -+ -+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], -+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], -+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], -+ - trace = m11 + m22 + m33; -- if (trace > 0) { -- const s = 0.5 / Math.sqrt(trace + 1.0); -+ -+ if ( trace > 0 ) { -+ -+ const s = 0.5 / Math.sqrt( trace + 1.0 ); -+ - this._w = 0.25 / s; -- this._x = (m32 - m23) * s; -- this._y = (m13 - m31) * s; -- this._z = (m21 - m12) * s; -- } else if (m11 > m22 && m11 > m33) { -- const s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33); -- this._w = (m32 - m23) / s; -+ this._x = ( m32 - m23 ) * s; -+ this._y = ( m13 - m31 ) * s; -+ this._z = ( m21 - m12 ) * s; -+ -+ } else if ( m11 > m22 && m11 > m33 ) { -+ -+ const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); -+ -+ this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; -- this._y = (m12 + m21) / s; -- this._z = (m13 + m31) / s; -- } else if (m22 > m33) { -- const s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33); -- this._w = (m13 - m31) / s; -- this._x = (m12 + m21) / s; -+ this._y = ( m12 + m21 ) / s; -+ this._z = ( m13 + m31 ) / s; -+ -+ } else if ( m22 > m33 ) { -+ -+ const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); -+ -+ this._w = ( m13 - m31 ) / s; -+ this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; -- this._z = (m23 + m32) / s; -+ this._z = ( m23 + m32 ) / s; -+ - } else { -- const s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22); -- this._w = (m21 - m12) / s; -- this._x = (m13 + m31) / s; -- this._y = (m23 + m32) / s; -+ -+ const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); -+ -+ this._w = ( m21 - m12 ) / s; -+ this._x = ( m13 + m31 ) / s; -+ this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; -+ - } -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromUnitVectors(vFrom, vTo) { -+ -+ setFromUnitVectors( vFrom, vTo ) { -+ - // assumes direction vectors vFrom and vTo are normalized - -- let r = vFrom.dot(vTo) + 1; -- if (r < Number.EPSILON) { -+ let r = vFrom.dot( vTo ) + 1; -+ -+ if ( r < Number.EPSILON ) { -+ - // vFrom and vTo point in opposite directions - - r = 0; -- if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) { -- this._x = -vFrom.y; -+ -+ 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._y = - vFrom.z; - this._z = vFrom.y; - this._w = r; -+ - } -+ - } else { -+ - // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 - - this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; - this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; - this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; - this._w = r; -+ - } -+ - return this.normalize(); -+ - } -- angleTo(q) { -- return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1))); -+ -+ angleTo( q ) { -+ -+ return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) ); -+ - } -- rotateTowards(q, step) { -- const angle = this.angleTo(q); -- if (angle === 0) return this; -- const t = Math.min(1, step / angle); -- this.slerp(q, t); -+ -+ rotateTowards( q, step ) { -+ -+ const angle = this.angleTo( q ); -+ -+ if ( angle === 0 ) return this; -+ -+ const t = Math.min( 1, step / angle ); -+ -+ this.slerp( q, t ); -+ - return this; -+ - } -+ - identity() { -- return this.set(0, 0, 0, 1); -+ -+ return this.set( 0, 0, 0, 1 ); -+ - } -+ - invert() { -+ - // quaternion is assumed to have unit length - - return this.conjugate(); -+ - } -+ - conjugate() { -- this._x *= -1; -- this._y *= -1; -- this._z *= -1; -+ -+ this._x *= - 1; -+ this._y *= - 1; -+ this._z *= - 1; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; -+ - } -+ - lengthSq() { -+ - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; -+ - } -+ - length() { -- return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w); -+ -+ return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); -+ - } -+ - normalize() { -+ - let l = this.length(); -- if (l === 0) { -+ -+ if ( l === 0 ) { -+ - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; -+ - } else { -+ - l = 1 / l; -+ - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; -+ - } -+ - this._onChangeCallback(); -+ - return this; -+ - } -- multiply(q) { -- return this.multiplyQuaternions(this, q); -+ -+ multiply( q ) { -+ -+ return this.multiplyQuaternions( this, q ); -+ - } -- premultiply(q) { -- return this.multiplyQuaternions(q, this); -+ -+ premultiply( q ) { -+ -+ return this.multiplyQuaternions( q, this ); -+ - } -- multiplyQuaternions(a, b) { -+ -+ multiplyQuaternions( a, b ) { -+ - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - -- const qax = a._x, -- qay = a._y, -- qaz = a._z, -- qaw = a._w; -- const qbx = b._x, -- qby = b._y, -- qbz = b._z, -- qbw = b._w; -+ const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; -+ const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; -+ - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- slerp(qb, t) { -- if (t === 0) return this; -- if (t === 1) return this.copy(qb); -- const x = this._x, -- y = this._y, -- z = this._z, -- w = this._w; -+ -+ slerp( qb, t ) { -+ -+ if ( t === 0 ) return this; -+ if ( t === 1 ) return this.copy( qb ); -+ -+ const x = this._x, y = this._y, z = this._z, w = this._w; - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; -- if (cosHalfTheta < 0) { -- this._w = -qb._w; -- this._x = -qb._x; -- this._y = -qb._y; -- this._z = -qb._z; -- cosHalfTheta = -cosHalfTheta; -+ -+ 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); -+ -+ this.copy( qb ); -+ - } -- if (cosHalfTheta >= 1.0) { -+ -+ if ( cosHalfTheta >= 1.0 ) { -+ - this._w = w; - this._x = x; - this._y = y; - this._z = z; -+ - return this; -+ - } -+ - const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; -- if (sqrSinHalfTheta <= Number.EPSILON) { -+ -+ if ( sqrSinHalfTheta <= Number.EPSILON ) { -+ - const s = 1 - t; - this._w = s * w + t * this._w; - this._x = s * x + t * this._x; - this._y = s * y + t * this._y; - this._z = s * z + t * this._z; -+ - this.normalize(); - this._onChangeCallback(); -+ - return this; -+ - } -- const sinHalfTheta = Math.sqrt(sqrSinHalfTheta); -- const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta); -- const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta, -- ratioB = Math.sin(t * halfTheta) / sinHalfTheta; -- this._w = w * ratioA + this._w * ratioB; -- this._x = x * ratioA + this._x * ratioB; -- this._y = y * ratioA + this._y * ratioB; -- this._z = z * ratioA + this._z * ratioB; -+ -+ const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); -+ const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); -+ const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, -+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; -+ -+ this._w = ( w * ratioA + this._w * ratioB ); -+ this._x = ( x * ratioA + this._x * ratioB ); -+ this._y = ( y * ratioA + this._y * ratioB ); -+ this._z = ( z * ratioA + this._z * ratioB ); -+ - this._onChangeCallback(); -+ - return this; -+ - } -- slerpQuaternions(qa, qb, t) { -- return this.copy(qa).slerp(qb, t); -+ -+ slerpQuaternions( qa, qb, t ) { -+ -+ return this.copy( qa ).slerp( qb, t ); -+ - } -+ - random() { -+ - // Derived from http://planning.cs.uiuc.edu/node198.html - // Note, this source uses w, x, y, z ordering, - // so we swap the order below. - - const u1 = Math.random(); -- const sqrt1u1 = Math.sqrt(1 - u1); -- const sqrtu1 = Math.sqrt(u1); -+ const sqrt1u1 = Math.sqrt( 1 - u1 ); -+ const sqrtu1 = Math.sqrt( u1 ); -+ - const u2 = 2 * Math.PI * Math.random(); -+ - const u3 = 2 * Math.PI * Math.random(); -- return this.set(sqrt1u1 * Math.cos(u2), sqrtu1 * Math.sin(u3), sqrtu1 * Math.cos(u3), sqrt1u1 * Math.sin(u2)); -+ -+ return this.set( -+ sqrt1u1 * Math.cos( u2 ), -+ sqrtu1 * Math.sin( u3 ), -+ sqrtu1 * Math.cos( u3 ), -+ sqrt1u1 * Math.sin( u2 ), -+ ); -+ - } -- equals(quaternion) { -- return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w; -+ -+ equals( quaternion ) { -+ -+ return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); -+ - } -- fromArray(array, offset = 0) { -- this._x = array[offset]; -- this._y = array[offset + 1]; -- this._z = array[offset + 2]; -- this._w = array[offset + 3]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this._x = array[ offset ]; -+ this._y = array[ offset + 1 ]; -+ this._z = array[ offset + 2 ]; -+ this._w = array[ offset + 3 ]; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this._x; -- array[offset + 1] = this._y; -- array[offset + 2] = this._z; -- array[offset + 3] = this._w; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this._x; -+ array[ offset + 1 ] = this._y; -+ array[ offset + 2 ] = this._z; -+ array[ offset + 3 ] = this._w; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this._x = attribute.getX(index); -- this._y = attribute.getY(index); -- this._z = attribute.getZ(index); -- this._w = attribute.getW(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this._x = attribute.getX( index ); -+ this._y = attribute.getY( index ); -+ this._z = attribute.getZ( index ); -+ this._w = attribute.getW( index ); -+ - return this; -+ - } -- _onChange(callback) { -+ -+ _onChange( callback ) { -+ - this._onChangeCallback = callback; -+ - return this; -+ - } -+ - _onChangeCallback() {} -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this._x; - yield this._y; - yield this._z; - yield this._w; -+ - } -+ - } - - class Vector3 { -- constructor(x = 0, y = 0, z = 0) { -+ -+ constructor( x = 0, y = 0, z = 0 ) { -+ - Vector3.prototype.isVector3 = true; -+ - this.x = x; - this.y = y; - this.z = z; -+ - } -- set(x, y, z) { -- if (z === undefined) z = this.z; // sprite.scale.set(x,y) -+ -+ set( x, y, z ) { -+ -+ if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) - - this.x = x; - this.y = y; - this.z = z; -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.x = scalar; - this.y = scalar; - this.z = scalar; -+ - return this; -+ - } -- setX(x) { -+ -+ setX( x ) { -+ - this.x = x; -+ - return this; -+ - } -- setY(y) { -+ -+ setY( y ) { -+ - this.y = y; -+ - return this; -+ - } -- setZ(z) { -+ -+ setZ( z ) { -+ - this.z = z; -+ - return this; -+ - } -- setComponent(index, value) { -- switch (index) { -- case 0: -- this.x = value; -- break; -- case 1: -- this.y = value; -- break; -- case 2: -- this.z = value; -- break; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ setComponent( index, value ) { -+ -+ switch ( index ) { -+ -+ case 0: this.x = value; break; -+ case 1: this.y = value; break; -+ case 2: this.z = value; break; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - return this; -+ - } -- getComponent(index) { -- switch (index) { -- case 0: -- return this.x; -- case 1: -- return this.y; -- case 2: -- return this.z; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ getComponent( index ) { -+ -+ switch ( index ) { -+ -+ case 0: return this.x; -+ case 1: return this.y; -+ case 2: return this.z; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.x, this.y, this.z); -+ -+ return new this.constructor( this.x, this.y, this.z ); -+ - } -- copy(v) { -+ -+ copy( v ) { -+ - this.x = v.x; - this.y = v.y; - this.z = v.z; -+ - return this; -+ - } -- add(v) { -+ -+ add( v ) { -+ - this.x += v.x; - this.y += v.y; - this.z += v.z; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.x += s; - this.y += s; - this.z += s; -+ - return this; -+ - } -- addVectors(a, b) { -+ -+ addVectors( a, b ) { -+ - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; -+ - return this; -+ - } -- addScaledVector(v, s) { -+ -+ addScaledVector( v, s ) { -+ - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; -+ - return this; -+ - } -- sub(v) { -+ -+ sub( v ) { -+ - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; -+ - return this; -+ - } -- subScalar(s) { -+ -+ subScalar( s ) { -+ - this.x -= s; - this.y -= s; - this.z -= s; -+ - return this; -+ - } -- subVectors(a, b) { -+ -+ subVectors( a, b ) { -+ - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; -+ - return this; -+ - } -- multiply(v) { -+ -+ multiply( v ) { -+ - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; -+ - return this; -+ - } -- multiplyScalar(scalar) { -+ -+ multiplyScalar( scalar ) { -+ - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; -+ - return this; -+ - } -- multiplyVectors(a, b) { -+ -+ multiplyVectors( a, b ) { -+ - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; -+ - return this; -+ - } -- applyEuler(euler) { -- return this.applyQuaternion(_quaternion$4.setFromEuler(euler)); -+ -+ applyEuler( euler ) { -+ -+ return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); -+ - } -- applyAxisAngle(axis, angle) { -- return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle)); -+ -+ applyAxisAngle( axis, angle ) { -+ -+ return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); -+ - } -- applyMatrix3(m) { -- const x = this.x, -- y = this.y, -- z = this.z; -+ -+ applyMatrix3( m ) { -+ -+ const x = this.x, y = this.y, z = this.z; - const e = m.elements; -- this.x = e[0] * x + e[3] * y + e[6] * z; -- this.y = e[1] * x + e[4] * y + e[7] * z; -- this.z = e[2] * x + e[5] * y + e[8] * z; -+ -+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; -+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; -+ this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; -+ - return this; -+ - } -- applyNormalMatrix(m) { -- return this.applyMatrix3(m).normalize(); -+ -+ applyNormalMatrix( m ) { -+ -+ return this.applyMatrix3( m ).normalize(); -+ - } -- applyMatrix4(m) { -- const x = this.x, -- y = this.y, -- z = this.z; -+ -+ applyMatrix4( m ) { -+ -+ const x = this.x, y = this.y, z = this.z; - const e = m.elements; -- const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); -- this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w; -- this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w; -- this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w; -+ -+ const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); -+ -+ this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; -+ this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; -+ this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; -+ - return this; -+ - } -- applyQuaternion(q) { -- const x = this.x, -- y = this.y, -- z = this.z; -- const qx = q.x, -- qy = q.y, -- qz = q.z, -- qw = q.w; -+ -+ applyQuaternion( q ) { -+ -+ const x = this.x, y = this.y, z = this.z; -+ const qx = q.x, qy = q.y, qz = q.z, qw = q.w; - - // calculate quat * vector - - const ix = qw * x + qy * z - qz * y; - const iy = qw * y + qz * x - qx * z; - const iz = qw * z + qx * y - qy * x; -- const iw = -qx * x - qy * y - qz * z; -+ const iw = - qx * x - qy * y - qz * z; - - // calculate result * inverse quat - -- this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; -- this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; -- this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; -+ this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; -+ this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; -+ this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; -+ - return this; -+ - } -- project(camera) { -- return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix); -+ -+ project( camera ) { -+ -+ return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); -+ - } -- unproject(camera) { -- return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld); -+ -+ unproject( camera ) { -+ -+ return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); -+ - } -- transformDirection(m) { -+ -+ transformDirection( m ) { -+ - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction - -- const x = this.x, -- y = this.y, -- z = this.z; -+ const x = this.x, y = this.y, z = this.z; - const e = m.elements; -- this.x = e[0] * x + e[4] * y + e[8] * z; -- this.y = e[1] * x + e[5] * y + e[9] * z; -- this.z = e[2] * x + e[6] * y + e[10] * z; -+ -+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; -+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; -+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; -+ - return this.normalize(); -+ - } -- divide(v) { -+ -+ divide( v ) { -+ - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; -+ - return this; -+ - } -- divideScalar(scalar) { -- return this.multiplyScalar(1 / scalar); -+ -+ divideScalar( scalar ) { -+ -+ return this.multiplyScalar( 1 / scalar ); -+ - } -- min(v) { -- this.x = Math.min(this.x, v.x); -- this.y = Math.min(this.y, v.y); -- this.z = Math.min(this.z, v.z); -+ -+ min( v ) { -+ -+ this.x = Math.min( this.x, v.x ); -+ this.y = Math.min( this.y, v.y ); -+ this.z = Math.min( this.z, v.z ); -+ - return this; -+ - } -- max(v) { -- this.x = Math.max(this.x, v.x); -- this.y = Math.max(this.y, v.y); -- this.z = Math.max(this.z, v.z); -+ -+ max( v ) { -+ -+ this.x = Math.max( this.x, v.x ); -+ this.y = Math.max( this.y, v.y ); -+ this.z = Math.max( this.z, v.z ); -+ - return this; -+ - } -- clamp(min, max) { -+ -+ clamp( min, max ) { -+ - // assumes min < max, componentwise - -- this.x = Math.max(min.x, Math.min(max.x, this.x)); -- this.y = Math.max(min.y, Math.min(max.y, this.y)); -- this.z = Math.max(min.z, Math.min(max.z, this.z)); -+ this.x = Math.max( min.x, Math.min( max.x, this.x ) ); -+ this.y = Math.max( min.y, Math.min( max.y, this.y ) ); -+ this.z = Math.max( min.z, Math.min( max.z, this.z ) ); -+ - return this; -+ - } -- clampScalar(minVal, maxVal) { -- this.x = Math.max(minVal, Math.min(maxVal, this.x)); -- this.y = Math.max(minVal, Math.min(maxVal, this.y)); -- this.z = Math.max(minVal, Math.min(maxVal, this.z)); -+ -+ clampScalar( minVal, maxVal ) { -+ -+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); -+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); -+ this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); -+ - return this; -+ - } -- clampLength(min, max) { -+ -+ clampLength( min, max ) { -+ - const length = this.length(); -- return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); -+ -+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); -+ - } -+ - floor() { -- this.x = Math.floor(this.x); -- this.y = Math.floor(this.y); -- this.z = Math.floor(this.z); -+ -+ this.x = Math.floor( this.x ); -+ this.y = Math.floor( this.y ); -+ this.z = Math.floor( this.z ); -+ - return this; -+ - } -+ - ceil() { -- this.x = Math.ceil(this.x); -- this.y = Math.ceil(this.y); -- this.z = Math.ceil(this.z); -+ -+ this.x = Math.ceil( this.x ); -+ this.y = Math.ceil( this.y ); -+ this.z = Math.ceil( this.z ); -+ - return this; -+ - } -+ - round() { -- this.x = Math.round(this.x); -- this.y = Math.round(this.y); -- this.z = Math.round(this.z); -+ -+ this.x = Math.round( this.x ); -+ this.y = Math.round( this.y ); -+ this.z = Math.round( this.z ); -+ - return this; -+ - } -+ - roundToZero() { -- this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); -- this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); -- this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); -+ -+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); -+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); -+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); -+ - return this; -+ - } -+ - negate() { -- this.x = -this.x; -- this.y = -this.y; -- this.z = -this.z; -+ -+ this.x = - this.x; -+ this.y = - this.y; -+ this.z = - this.z; -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this.x * v.x + this.y * v.y + this.z * v.z; -+ - } - - // TODO lengthSquared? - - lengthSq() { -+ - return this.x * this.x + this.y * this.y + this.z * this.z; -+ - } -+ - length() { -- return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); -+ -+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); -+ - } -+ - manhattanLength() { -- return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z); -+ -+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); -+ - } -+ - normalize() { -- return this.divideScalar(this.length() || 1); -- } -- setLength(length) { -- return this.normalize().multiplyScalar(length); -+ -+ return this.divideScalar( this.length() || 1 ); -+ -+ } -+ -+ setLength( length ) { -+ -+ return this.normalize().multiplyScalar( length ); -+ - } -- lerp(v, alpha) { -- this.x += (v.x - this.x) * alpha; -- this.y += (v.y - this.y) * alpha; -- this.z += (v.z - this.z) * alpha; -+ -+ lerp( v, alpha ) { -+ -+ this.x += ( v.x - this.x ) * alpha; -+ this.y += ( v.y - this.y ) * alpha; -+ this.z += ( v.z - this.z ) * alpha; -+ - return this; -+ - } -- lerpVectors(v1, v2, alpha) { -- this.x = v1.x + (v2.x - v1.x) * alpha; -- this.y = v1.y + (v2.y - v1.y) * alpha; -- this.z = v1.z + (v2.z - v1.z) * alpha; -+ -+ lerpVectors( v1, v2, alpha ) { -+ -+ this.x = v1.x + ( v2.x - v1.x ) * alpha; -+ this.y = v1.y + ( v2.y - v1.y ) * alpha; -+ this.z = v1.z + ( v2.z - v1.z ) * alpha; -+ - return this; -+ - } -- cross(v) { -- return this.crossVectors(this, v); -+ -+ cross( v ) { -+ -+ return this.crossVectors( this, v ); -+ - } -- crossVectors(a, b) { -- const ax = a.x, -- ay = a.y, -- az = a.z; -- const bx = b.x, -- by = b.y, -- bz = b.z; -+ -+ crossVectors( a, b ) { -+ -+ const ax = a.x, ay = a.y, az = a.z; -+ const bx = b.x, by = b.y, bz = b.z; -+ - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; -+ - return this; -+ - } -- projectOnVector(v) { -+ -+ projectOnVector( v ) { -+ - const denominator = v.lengthSq(); -- if (denominator === 0) return this.set(0, 0, 0); -- const scalar = v.dot(this) / denominator; -- return this.copy(v).multiplyScalar(scalar); -+ -+ if ( denominator === 0 ) return this.set( 0, 0, 0 ); -+ -+ const scalar = v.dot( this ) / denominator; -+ -+ return this.copy( v ).multiplyScalar( scalar ); -+ - } -- projectOnPlane(planeNormal) { -- _vector$c.copy(this).projectOnVector(planeNormal); -- return this.sub(_vector$c); -+ -+ projectOnPlane( planeNormal ) { -+ -+ _vector$c.copy( this ).projectOnVector( planeNormal ); -+ -+ return this.sub( _vector$c ); -+ - } -- reflect(normal) { -+ -+ reflect( normal ) { -+ - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length - -- return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal))); -+ return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); -+ - } -- angleTo(v) { -- const denominator = Math.sqrt(this.lengthSq() * v.lengthSq()); -- if (denominator === 0) return Math.PI / 2; -- const theta = this.dot(v) / denominator; -+ -+ angleTo( v ) { -+ -+ const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); -+ -+ if ( denominator === 0 ) return Math.PI / 2; -+ -+ const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - -- return Math.acos(clamp(theta, -1, 1)); -+ return Math.acos( clamp( theta, - 1, 1 ) ); -+ - } -- distanceTo(v) { -- return Math.sqrt(this.distanceToSquared(v)); -+ -+ distanceTo( v ) { -+ -+ return Math.sqrt( this.distanceToSquared( v ) ); -+ - } -- distanceToSquared(v) { -- const dx = this.x - v.x, -- dy = this.y - v.y, -- dz = this.z - v.z; -+ -+ distanceToSquared( v ) { -+ -+ const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; -+ - return dx * dx + dy * dy + dz * dz; -+ - } -- manhattanDistanceTo(v) { -- return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z); -+ -+ manhattanDistanceTo( v ) { -+ -+ return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); -+ - } -- setFromSpherical(s) { -- return this.setFromSphericalCoords(s.radius, s.phi, s.theta); -+ -+ setFromSpherical( s ) { -+ -+ return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); -+ - } -- setFromSphericalCoords(radius, phi, theta) { -- const sinPhiRadius = Math.sin(phi) * radius; -- this.x = sinPhiRadius * Math.sin(theta); -- this.y = Math.cos(phi) * radius; -- this.z = sinPhiRadius * Math.cos(theta); -+ -+ setFromSphericalCoords( radius, phi, theta ) { -+ -+ const sinPhiRadius = Math.sin( phi ) * radius; -+ -+ this.x = sinPhiRadius * Math.sin( theta ); -+ this.y = Math.cos( phi ) * radius; -+ this.z = sinPhiRadius * Math.cos( theta ); -+ - return this; -+ - } -- setFromCylindrical(c) { -- return this.setFromCylindricalCoords(c.radius, c.theta, c.y); -+ -+ setFromCylindrical( c ) { -+ -+ return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); -+ - } -- setFromCylindricalCoords(radius, theta, y) { -- this.x = radius * Math.sin(theta); -+ -+ setFromCylindricalCoords( radius, theta, y ) { -+ -+ this.x = radius * Math.sin( theta ); - this.y = y; -- this.z = radius * Math.cos(theta); -+ this.z = radius * Math.cos( theta ); -+ - return this; -+ - } -- setFromMatrixPosition(m) { -+ -+ setFromMatrixPosition( m ) { -+ - const e = m.elements; -- this.x = e[12]; -- this.y = e[13]; -- this.z = e[14]; -+ -+ this.x = e[ 12 ]; -+ this.y = e[ 13 ]; -+ this.z = e[ 14 ]; -+ - return this; -+ - } -- setFromMatrixScale(m) { -- const sx = this.setFromMatrixColumn(m, 0).length(); -- const sy = this.setFromMatrixColumn(m, 1).length(); -- const sz = this.setFromMatrixColumn(m, 2).length(); -+ -+ setFromMatrixScale( m ) { -+ -+ const sx = this.setFromMatrixColumn( m, 0 ).length(); -+ const sy = this.setFromMatrixColumn( m, 1 ).length(); -+ const sz = this.setFromMatrixColumn( m, 2 ).length(); -+ - this.x = sx; - this.y = sy; - this.z = sz; -+ - return this; -+ - } -- setFromMatrixColumn(m, index) { -- return this.fromArray(m.elements, index * 4); -+ -+ setFromMatrixColumn( m, index ) { -+ -+ return this.fromArray( m.elements, index * 4 ); -+ - } -- setFromMatrix3Column(m, index) { -- return this.fromArray(m.elements, index * 3); -+ -+ setFromMatrix3Column( m, index ) { -+ -+ return this.fromArray( m.elements, index * 3 ); -+ - } -- setFromEuler(e) { -+ -+ setFromEuler( e ) { -+ - this.x = e._x; - this.y = e._y; - this.z = e._z; -+ - return this; -+ - } -- equals(v) { -- return v.x === this.x && v.y === this.y && v.z === this.z; -+ -+ equals( v ) { -+ -+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); -+ - } -- fromArray(array, offset = 0) { -- this.x = array[offset]; -- this.y = array[offset + 1]; -- this.z = array[offset + 2]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.x = array[ offset ]; -+ this.y = array[ offset + 1 ]; -+ this.z = array[ offset + 2 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.x; -- array[offset + 1] = this.y; -- array[offset + 2] = this.z; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.x; -+ array[ offset + 1 ] = this.y; -+ array[ offset + 2 ] = this.z; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.x = attribute.getX(index); -- this.y = attribute.getY(index); -- this.z = attribute.getZ(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.x = attribute.getX( index ); -+ this.y = attribute.getY( index ); -+ this.z = attribute.getZ( index ); -+ - return this; -+ - } -+ - random() { -+ - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); -+ - return this; -+ - } -+ - randomDirection() { -+ - // Derived from https://mathworld.wolfram.com/SpherePointPicking.html - -- const u = (Math.random() - 0.5) * 2; -+ const u = ( Math.random() - 0.5 ) * 2; - const t = Math.random() * Math.PI * 2; -- const f = Math.sqrt(1 - u ** 2); -- this.x = f * Math.cos(t); -- this.y = f * Math.sin(t); -+ const f = Math.sqrt( 1 - u ** 2 ); -+ -+ this.x = f * Math.cos( t ); -+ this.y = f * Math.sin( t ); - this.z = u; -+ - return this; -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.x; - yield this.y; - yield this.z; -+ - } -+ - } --const _vector$c = /*@__PURE__*/new Vector3(); --const _quaternion$4 = /*@__PURE__*/new Quaternion(); -+ -+const _vector$c = /*@__PURE__*/ new Vector3(); -+const _quaternion$4 = /*@__PURE__*/ new Quaternion(); - - class Box3 { -- constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) { -+ -+ constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { -+ - this.isBox3 = true; -+ - this.min = min; - this.max = max; -+ -+ } -+ -+ set( min, max ) { -+ -+ this.min.copy( min ); -+ this.max.copy( max ); -+ -+ return this; -+ -+ } -+ -+ setFromArray( array ) { -+ -+ let minX = + Infinity; -+ let minY = + Infinity; -+ let minZ = + Infinity; -+ -+ let maxX = - Infinity; -+ let maxY = - Infinity; -+ let maxZ = - Infinity; -+ -+ for ( let i = 0, l = array.length; i < l; i += 3 ) { -+ -+ const x = array[ i ]; -+ const y = array[ i + 1 ]; -+ const z = array[ i + 2 ]; -+ -+ if ( x < minX ) minX = x; -+ if ( y < minY ) minY = y; -+ if ( z < minZ ) minZ = z; -+ -+ if ( x > maxX ) maxX = x; -+ if ( y > maxY ) maxY = y; -+ if ( z > maxZ ) maxZ = z; -+ -+ } -+ -+ this.min.set( minX, minY, minZ ); -+ this.max.set( maxX, maxY, maxZ ); -+ -+ return this; -+ -+ } -+ -+ setFromBufferAttribute( attribute ) { -+ -+ let minX = + Infinity; -+ let minY = + Infinity; -+ let minZ = + Infinity; -+ -+ let maxX = - Infinity; -+ let maxY = - Infinity; -+ let maxZ = - Infinity; -+ -+ for ( let i = 0, l = attribute.count; i < l; i ++ ) { -+ -+ const x = attribute.getX( i ); -+ const y = attribute.getY( i ); -+ const z = attribute.getZ( i ); -+ -+ if ( x < minX ) minX = x; -+ if ( y < minY ) minY = y; -+ if ( z < minZ ) minZ = z; -+ -+ if ( x > maxX ) maxX = x; -+ if ( y > maxY ) maxY = y; -+ if ( z > maxZ ) maxZ = z; -+ -+ } -+ -+ this.min.set( minX, minY, minZ ); -+ this.max.set( maxX, maxY, maxZ ); -+ -+ return this; -+ - } -- set(min, max) { -- this.min.copy(min); -- this.max.copy(max); -- return this; -- } -- setFromArray(array) { -- let minX = +Infinity; -- let minY = +Infinity; -- let minZ = +Infinity; -- let maxX = -Infinity; -- let maxY = -Infinity; -- let maxZ = -Infinity; -- for (let i = 0, l = array.length; i < l; i += 3) { -- const x = array[i]; -- const y = array[i + 1]; -- const z = array[i + 2]; -- if (x < minX) minX = x; -- if (y < minY) minY = y; -- if (z < minZ) minZ = z; -- if (x > maxX) maxX = x; -- if (y > maxY) maxY = y; -- if (z > maxZ) maxZ = z; -- } -- this.min.set(minX, minY, minZ); -- this.max.set(maxX, maxY, maxZ); -- return this; -- } -- setFromBufferAttribute(attribute) { -- let minX = +Infinity; -- let minY = +Infinity; -- let minZ = +Infinity; -- let maxX = -Infinity; -- let maxY = -Infinity; -- let maxZ = -Infinity; -- for (let i = 0, l = attribute.count; i < l; i++) { -- const x = attribute.getX(i); -- const y = attribute.getY(i); -- const z = attribute.getZ(i); -- if (x < minX) minX = x; -- if (y < minY) minY = y; -- if (z < minZ) minZ = z; -- if (x > maxX) maxX = x; -- if (y > maxY) maxY = y; -- if (z > maxZ) maxZ = z; -- } -- this.min.set(minX, minY, minZ); -- this.max.set(maxX, maxY, maxZ); -- return this; -- } -- setFromPoints(points) { -+ -+ setFromPoints( points ) { -+ - this.makeEmpty(); -- for (let i = 0, il = points.length; i < il; i++) { -- this.expandByPoint(points[i]); -+ -+ for ( let i = 0, il = points.length; i < il; i ++ ) { -+ -+ this.expandByPoint( points[ i ] ); -+ - } -+ - return this; -+ - } -- setFromCenterAndSize(center, size) { -- const halfSize = _vector$b.copy(size).multiplyScalar(0.5); -- this.min.copy(center).sub(halfSize); -- this.max.copy(center).add(halfSize); -+ -+ setFromCenterAndSize( center, size ) { -+ -+ const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); -+ -+ this.min.copy( center ).sub( halfSize ); -+ this.max.copy( center ).add( halfSize ); -+ - return this; -+ - } -- setFromObject(object, precise = false) { -+ -+ setFromObject( object, precise = false ) { -+ - this.makeEmpty(); -- return this.expandByObject(object, precise); -+ -+ return this.expandByObject( object, precise ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(box) { -- this.min.copy(box.min); -- this.max.copy(box.max); -+ -+ copy( box ) { -+ -+ this.min.copy( box.min ); -+ this.max.copy( box.max ); -+ - return this; -+ - } -+ - makeEmpty() { -- this.min.x = this.min.y = this.min.z = +Infinity; -- this.max.x = this.max.y = this.max.z = -Infinity; -+ -+ this.min.x = this.min.y = this.min.z = + Infinity; -+ this.max.x = this.max.y = this.max.z = - Infinity; -+ - return this; -+ - } -+ - isEmpty() { -+ - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - -- return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z; -+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); -+ - } -- getCenter(target) { -- return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); -+ -+ getCenter( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); -+ - } -- getSize(target) { -- return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min); -+ -+ getSize( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); -+ - } -- expandByPoint(point) { -- this.min.min(point); -- this.max.max(point); -+ -+ expandByPoint( point ) { -+ -+ this.min.min( point ); -+ this.max.max( point ); -+ - return this; -+ - } -- expandByVector(vector) { -- this.min.sub(vector); -- this.max.add(vector); -+ -+ expandByVector( vector ) { -+ -+ this.min.sub( vector ); -+ this.max.add( vector ); -+ - return this; -+ - } -- expandByScalar(scalar) { -- this.min.addScalar(-scalar); -- this.max.addScalar(scalar); -+ -+ expandByScalar( scalar ) { -+ -+ this.min.addScalar( - scalar ); -+ this.max.addScalar( scalar ); -+ - return this; -+ - } -- expandByObject(object, precise = false) { -+ -+ expandByObject( object, precise = false ) { -+ - // 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); -+ object.updateWorldMatrix( false, false ); -+ - const geometry = object.geometry; -- if (geometry !== undefined) { -- if (precise && geometry.attributes != undefined && geometry.attributes.position !== undefined) { -+ -+ if ( geometry !== undefined ) { -+ -+ if ( precise && geometry.attributes != undefined && geometry.attributes.position !== undefined ) { -+ - const position = geometry.attributes.position; -- for (let i = 0, l = position.count; i < l; i++) { -- _vector$b.fromBufferAttribute(position, i).applyMatrix4(object.matrixWorld); -- this.expandByPoint(_vector$b); -+ for ( let i = 0, l = position.count; i < l; i ++ ) { -+ -+ _vector$b.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld ); -+ this.expandByPoint( _vector$b ); -+ - } -+ - } else { -- if (geometry.boundingBox === null) { -+ -+ if ( geometry.boundingBox === null ) { -+ - geometry.computeBoundingBox(); -+ - } -- _box$3.copy(geometry.boundingBox); -- _box$3.applyMatrix4(object.matrixWorld); -- this.union(_box$3); -+ -+ _box$3.copy( geometry.boundingBox ); -+ _box$3.applyMatrix4( object.matrixWorld ); -+ -+ this.union( _box$3 ); -+ - } -+ - } -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- this.expandByObject(children[i], precise); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ this.expandByObject( children[ i ], precise ); -+ - } -+ - return this; -+ - } -- containsPoint(point) { -- return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true; -+ -+ containsPoint( point ) { -+ -+ return point.x < this.min.x || point.x > this.max.x || -+ point.y < this.min.y || point.y > this.max.y || -+ point.z < this.min.z || point.z > this.max.z ? false : true; -+ - } -- containsBox(box) { -- return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z; -+ -+ containsBox( box ) { -+ -+ return this.min.x <= box.min.x && box.max.x <= this.max.x && -+ this.min.y <= box.min.y && box.max.y <= this.max.y && -+ this.min.z <= box.min.z && box.max.z <= this.max.z; -+ - } -- getParameter(point, target) { -+ -+ getParameter( point, target ) { -+ - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - -- return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z)); -+ return target.set( -+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ), -+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ), -+ ( point.z - this.min.z ) / ( this.max.z - this.min.z ) -+ ); -+ - } -- intersectsBox(box) { -+ -+ intersectsBox( box ) { -+ - // using 6 splitting planes to rule out intersections. -- return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true; -+ return box.max.x < this.min.x || box.min.x > this.max.x || -+ box.max.y < this.min.y || box.min.y > this.max.y || -+ box.max.z < this.min.z || box.min.z > this.max.z ? false : true; -+ - } -- intersectsSphere(sphere) { -+ -+ intersectsSphere( sphere ) { -+ - // Find the point on the AABB closest to the sphere center. -- this.clampPoint(sphere.center, _vector$b); -+ this.clampPoint( sphere.center, _vector$b ); - - // If that point is inside the sphere, the AABB and sphere intersect. -- return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius; -+ return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); -+ - } -- intersectsPlane(plane) { -+ -+ intersectsPlane( plane ) { -+ - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - - let min, max; -- if (plane.normal.x > 0) { -+ -+ 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) { -+ -+ 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) { -+ -+ 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; -+ -+ return ( min <= - plane.constant && max >= - plane.constant ); -+ - } -- intersectsTriangle(triangle) { -- if (this.isEmpty()) { -+ -+ intersectsTriangle( triangle ) { -+ -+ if ( this.isEmpty() ) { -+ - return false; -+ - } - - // compute box center and extents -- this.getCenter(_center); -- _extents.subVectors(this.max, _center); -+ this.getCenter( _center ); -+ _extents.subVectors( this.max, _center ); - - // translate triangle to aabb origin -- _v0$2.subVectors(triangle.a, _center); -- _v1$7.subVectors(triangle.b, _center); -- _v2$4.subVectors(triangle.c, _center); -+ _v0$2.subVectors( triangle.a, _center ); -+ _v1$7.subVectors( triangle.b, _center ); -+ _v2$4.subVectors( triangle.c, _center ); - - // compute edge vectors for triangle -- _f0.subVectors(_v1$7, _v0$2); -- _f1.subVectors(_v2$4, _v1$7); -- _f2.subVectors(_v0$2, _v2$4); -+ _f0.subVectors( _v1$7, _v0$2 ); -+ _f1.subVectors( _v2$4, _v1$7 ); -+ _f2.subVectors( _v0$2, _v2$4 ); - - // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb - // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation - // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) -- let axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0]; -- if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) { -+ let axes = [ -+ 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, -+ _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, -+ - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 -+ ]; -+ if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { -+ - return false; -+ - } - - // test 3 face normals from the aabb -- axes = [1, 0, 0, 0, 1, 0, 0, 0, 1]; -- if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) { -+ axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; -+ if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { -+ - return false; -+ - } - - // finally testing the face normal of the triangle - // use already existing triangle edge vectors here -- _triangleNormal.crossVectors(_f0, _f1); -- axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z]; -- return satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents); -+ _triangleNormal.crossVectors( _f0, _f1 ); -+ axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; -+ -+ return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ); -+ - } -- clampPoint(point, target) { -- return target.copy(point).clamp(this.min, this.max); -+ -+ clampPoint( point, target ) { -+ -+ return target.copy( point ).clamp( this.min, this.max ); -+ - } -- distanceToPoint(point) { -- const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max); -- return clampedPoint.sub(point).length(); -+ -+ distanceToPoint( point ) { -+ -+ const clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max ); -+ -+ return clampedPoint.sub( point ).length(); -+ - } -- getBoundingSphere(target) { -- this.getCenter(target.center); -- target.radius = this.getSize(_vector$b).length() * 0.5; -+ -+ getBoundingSphere( target ) { -+ -+ this.getCenter( target.center ); -+ -+ target.radius = this.getSize( _vector$b ).length() * 0.5; -+ - return target; -+ - } -- intersect(box) { -- this.min.max(box.min); -- this.max.min(box.max); -+ -+ intersect( box ) { -+ -+ this.min.max( box.min ); -+ this.max.min( box.max ); - - // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. -- if (this.isEmpty()) this.makeEmpty(); -+ if ( this.isEmpty() ) this.makeEmpty(); -+ - return this; -+ - } -- union(box) { -- this.min.min(box.min); -- this.max.max(box.max); -+ -+ union( box ) { -+ -+ this.min.min( box.min ); -+ this.max.max( box.max ); -+ - return this; -+ - } -- applyMatrix4(matrix) { -+ -+ applyMatrix4( matrix ) { -+ - // transform of empty box is an empty box. -- if (this.isEmpty()) return this; -+ 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 -+ _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 ); - -- this.setFromPoints(_points); - return this; -+ - } -- translate(offset) { -- this.min.add(offset); -- this.max.add(offset); -+ -+ translate( offset ) { -+ -+ this.min.add( offset ); -+ this.max.add( offset ); -+ - return this; -+ - } -- equals(box) { -- return box.min.equals(this.min) && box.max.equals(this.max); -+ -+ equals( box ) { -+ -+ return box.min.equals( this.min ) && box.max.equals( this.max ); -+ - } -+ - } --const _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()]; --const _vector$b = /*@__PURE__*/new Vector3(); --const _box$3 = /*@__PURE__*/new Box3(); -+ -+const _points = [ -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3() -+]; -+ -+const _vector$b = /*@__PURE__*/ new Vector3(); -+ -+const _box$3 = /*@__PURE__*/ new Box3(); - - // triangle centered vertices - --const _v0$2 = /*@__PURE__*/new Vector3(); --const _v1$7 = /*@__PURE__*/new Vector3(); --const _v2$4 = /*@__PURE__*/new Vector3(); -+const _v0$2 = /*@__PURE__*/ new Vector3(); -+const _v1$7 = /*@__PURE__*/ new Vector3(); -+const _v2$4 = /*@__PURE__*/ new Vector3(); - - // triangle edge vectors - --const _f0 = /*@__PURE__*/new Vector3(); --const _f1 = /*@__PURE__*/new Vector3(); --const _f2 = /*@__PURE__*/new Vector3(); --const _center = /*@__PURE__*/new Vector3(); --const _extents = /*@__PURE__*/new Vector3(); --const _triangleNormal = /*@__PURE__*/new Vector3(); --const _testAxis = /*@__PURE__*/new Vector3(); --function satForAxes(axes, v0, v1, v2, extents) { -- for (let i = 0, j = axes.length - 3; i <= j; i += 3) { -- _testAxis.fromArray(axes, i); -+const _f0 = /*@__PURE__*/ new Vector3(); -+const _f1 = /*@__PURE__*/ new Vector3(); -+const _f2 = /*@__PURE__*/ new Vector3(); -+ -+const _center = /*@__PURE__*/ new Vector3(); -+const _extents = /*@__PURE__*/ new Vector3(); -+const _triangleNormal = /*@__PURE__*/ new Vector3(); -+const _testAxis = /*@__PURE__*/ new Vector3(); -+ -+function satForAxes( axes, v0, v1, v2, extents ) { -+ -+ for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { -+ -+ _testAxis.fromArray( axes, i ); - // project the aabb onto the separating axis -- const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); -+ const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); - // project all 3 vertices of the triangle onto the separating axis -- const p0 = v0.dot(_testAxis); -- const p1 = v1.dot(_testAxis); -- const p2 = v2.dot(_testAxis); -+ const p0 = v0.dot( _testAxis ); -+ const p1 = v1.dot( _testAxis ); -+ const p2 = v2.dot( _testAxis ); - // actual test, basically see if either of the most extreme of the triangle points intersects r -- if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) { -+ 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 separating and we can exit - return false; -+ - } -+ - } -+ - return true; -+ - } - --const _box$2 = /*@__PURE__*/new Box3(); --const _v1$6 = /*@__PURE__*/new Vector3(); --const _v2$3 = /*@__PURE__*/new Vector3(); -+const _box$2 = /*@__PURE__*/ new Box3(); -+const _v1$6 = /*@__PURE__*/ new Vector3(); -+const _v2$3 = /*@__PURE__*/ new Vector3(); -+ - class Sphere { -- constructor(center = new Vector3(), radius = -1) { -+ -+ constructor( center = new Vector3(), radius = - 1 ) { -+ - this.center = center; - this.radius = radius; -+ - } -- set(center, radius) { -- this.center.copy(center); -+ -+ set( center, radius ) { -+ -+ this.center.copy( center ); - this.radius = radius; -+ - return this; -+ - } -- setFromPoints(points, optionalCenter) { -+ -+ setFromPoints( points, optionalCenter ) { -+ - const center = this.center; -- if (optionalCenter !== undefined) { -- center.copy(optionalCenter); -+ -+ if ( optionalCenter !== undefined ) { -+ -+ center.copy( optionalCenter ); -+ - } else { -- _box$2.setFromPoints(points).getCenter(center); -+ -+ _box$2.setFromPoints( points ).getCenter( center ); -+ - } -+ - let maxRadiusSq = 0; -- for (let i = 0, il = points.length; i < il; i++) { -- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i])); -+ -+ for ( let i = 0, il = points.length; i < il; i ++ ) { -+ -+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); -+ - } -- this.radius = Math.sqrt(maxRadiusSq); -+ -+ this.radius = Math.sqrt( maxRadiusSq ); -+ - return this; -+ - } -- copy(sphere) { -- this.center.copy(sphere.center); -+ -+ copy( sphere ) { -+ -+ this.center.copy( sphere.center ); - this.radius = sphere.radius; -+ - return this; -+ - } -+ - isEmpty() { -- return this.radius < 0; -+ -+ return ( this.radius < 0 ); -+ - } -+ - makeEmpty() { -- this.center.set(0, 0, 0); -- this.radius = -1; -+ -+ this.center.set( 0, 0, 0 ); -+ this.radius = - 1; -+ - return this; -+ - } -- containsPoint(point) { -- return point.distanceToSquared(this.center) <= this.radius * this.radius; -+ -+ containsPoint( point ) { -+ -+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); -+ - } -- distanceToPoint(point) { -- return point.distanceTo(this.center) - this.radius; -+ -+ distanceToPoint( point ) { -+ -+ return ( point.distanceTo( this.center ) - this.radius ); -+ - } -- intersectsSphere(sphere) { -+ -+ intersectsSphere( sphere ) { -+ - const radiusSum = this.radius + sphere.radius; -- return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum; -+ -+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); -+ - } -- intersectsBox(box) { -- return box.intersectsSphere(this); -+ -+ intersectsBox( box ) { -+ -+ return box.intersectsSphere( this ); -+ - } -- intersectsPlane(plane) { -- return Math.abs(plane.distanceToPoint(this.center)) <= this.radius; -+ -+ intersectsPlane( plane ) { -+ -+ return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; -+ - } -- clampPoint(point, target) { -- const deltaLengthSq = this.center.distanceToSquared(point); -- target.copy(point); -- if (deltaLengthSq > this.radius * this.radius) { -- target.sub(this.center).normalize(); -- target.multiplyScalar(this.radius).add(this.center); -+ -+ clampPoint( point, target ) { -+ -+ const deltaLengthSq = this.center.distanceToSquared( point ); -+ -+ target.copy( point ); -+ -+ if ( deltaLengthSq > ( this.radius * this.radius ) ) { -+ -+ target.sub( this.center ).normalize(); -+ target.multiplyScalar( this.radius ).add( this.center ); -+ - } -+ - return target; -+ - } -- getBoundingBox(target) { -- if (this.isEmpty()) { -+ -+ getBoundingBox( target ) { -+ -+ if ( this.isEmpty() ) { -+ - // Empty sphere produces empty bounding box - target.makeEmpty(); - return target; -+ - } -- target.set(this.center, this.center); -- target.expandByScalar(this.radius); -+ -+ target.set( this.center, this.center ); -+ target.expandByScalar( this.radius ); -+ - return target; -+ - } -- applyMatrix4(matrix) { -- this.center.applyMatrix4(matrix); -+ -+ applyMatrix4( matrix ) { -+ -+ this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); -+ - return this; -+ - } -- translate(offset) { -- this.center.add(offset); -+ -+ translate( offset ) { -+ -+ this.center.add( offset ); -+ - return this; -+ - } -- expandByPoint(point) { -- if (this.isEmpty()) { -- this.center.copy(point); -+ -+ expandByPoint( point ) { -+ -+ if ( this.isEmpty() ) { -+ -+ this.center.copy( point ); -+ - this.radius = 0; -+ - return this; -+ - } -- _v1$6.subVectors(point, this.center); -+ -+ _v1$6.subVectors( point, this.center ); -+ - const lengthSq = _v1$6.lengthSq(); -- if (lengthSq > this.radius * this.radius) { -+ -+ if ( lengthSq > ( this.radius * this.radius ) ) { -+ - // calculate the minimal sphere - -- const length = Math.sqrt(lengthSq); -- const delta = (length - this.radius) * 0.5; -- this.center.addScaledVector(_v1$6, delta / length); -+ const length = Math.sqrt( lengthSq ); -+ -+ const delta = ( length - this.radius ) * 0.5; -+ -+ this.center.addScaledVector( _v1$6, delta / length ); -+ - this.radius += delta; -+ - } -+ - return this; -+ - } -- union(sphere) { -- if (sphere.isEmpty()) { -+ -+ union( sphere ) { -+ -+ if ( sphere.isEmpty() ) { -+ - return this; -+ - } -- if (this.isEmpty()) { -- this.copy(sphere); -+ -+ if ( this.isEmpty() ) { -+ -+ this.copy( sphere ); -+ - return this; -+ - } -- if (this.center.equals(sphere.center) === true) { -- this.radius = Math.max(this.radius, sphere.radius); -+ -+ if ( this.center.equals( sphere.center ) === true ) { -+ -+ this.radius = Math.max( this.radius, sphere.radius ); -+ - } else { -- _v2$3.subVectors(sphere.center, this.center).setLength(sphere.radius); -- this.expandByPoint(_v1$6.copy(sphere.center).add(_v2$3)); -- this.expandByPoint(_v1$6.copy(sphere.center).sub(_v2$3)); -+ -+ _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius ); -+ -+ this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) ); -+ -+ this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) ); -+ - } -+ - return this; -+ - } -- equals(sphere) { -- return sphere.center.equals(this.center) && sphere.radius === this.radius; -+ -+ equals( sphere ) { -+ -+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - --const _vector$a = /*@__PURE__*/new Vector3(); --const _segCenter = /*@__PURE__*/new Vector3(); --const _segDir = /*@__PURE__*/new Vector3(); --const _diff = /*@__PURE__*/new Vector3(); --const _edge1 = /*@__PURE__*/new Vector3(); --const _edge2 = /*@__PURE__*/new Vector3(); --const _normal$1 = /*@__PURE__*/new Vector3(); -+const _vector$a = /*@__PURE__*/ new Vector3(); -+const _segCenter = /*@__PURE__*/ new Vector3(); -+const _segDir = /*@__PURE__*/ new Vector3(); -+const _diff = /*@__PURE__*/ new Vector3(); -+ -+const _edge1 = /*@__PURE__*/ new Vector3(); -+const _edge2 = /*@__PURE__*/ new Vector3(); -+const _normal$1 = /*@__PURE__*/ new Vector3(); -+ - class Ray { -- constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) { -+ -+ constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { -+ - this.origin = origin; - this.direction = direction; -+ - } -- set(origin, direction) { -- this.origin.copy(origin); -- this.direction.copy(direction); -+ -+ set( origin, direction ) { -+ -+ this.origin.copy( origin ); -+ this.direction.copy( direction ); -+ - return this; -+ - } -- copy(ray) { -- this.origin.copy(ray.origin); -- this.direction.copy(ray.direction); -+ -+ copy( ray ) { -+ -+ this.origin.copy( ray.origin ); -+ this.direction.copy( ray.direction ); -+ - return this; -+ - } -- at(t, target) { -- return target.copy(this.direction).multiplyScalar(t).add(this.origin); -+ -+ at( t, target ) { -+ -+ return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); -+ - } -- lookAt(v) { -- this.direction.copy(v).sub(this.origin).normalize(); -+ -+ lookAt( v ) { -+ -+ this.direction.copy( v ).sub( this.origin ).normalize(); -+ - return this; -+ - } -- recast(t) { -- this.origin.copy(this.at(t, _vector$a)); -+ -+ recast( t ) { -+ -+ this.origin.copy( this.at( t, _vector$a ) ); -+ - return this; -+ - } -- closestPointToPoint(point, target) { -- target.subVectors(point, this.origin); -- const directionDistance = target.dot(this.direction); -- if (directionDistance < 0) { -- return target.copy(this.origin); -+ -+ closestPointToPoint( point, target ) { -+ -+ target.subVectors( point, this.origin ); -+ -+ const directionDistance = target.dot( this.direction ); -+ -+ if ( directionDistance < 0 ) { -+ -+ return target.copy( this.origin ); -+ - } -- return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); -+ -+ return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); -+ - } -- distanceToPoint(point) { -- return Math.sqrt(this.distanceSqToPoint(point)); -+ -+ distanceToPoint( point ) { -+ -+ return Math.sqrt( this.distanceSqToPoint( point ) ); -+ - } -- distanceSqToPoint(point) { -- const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); -+ -+ distanceSqToPoint( point ) { -+ -+ const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); - - // point behind the ray - -- if (directionDistance < 0) { -- return this.origin.distanceToSquared(point); -+ if ( directionDistance < 0 ) { -+ -+ return this.origin.distanceToSquared( point ); -+ - } -- _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); -- return _vector$a.distanceToSquared(point); -+ -+ _vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); -+ -+ return _vector$a.distanceToSquared( point ); -+ - } -- distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) { -+ -+ distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { -+ - // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 -@@ -3883,89 +5851,126 @@ class Ray { - // - The closest point on the ray - // - The closest point on the segment - -- _segCenter.copy(v0).add(v1).multiplyScalar(0.5); -- _segDir.copy(v1).sub(v0).normalize(); -- _diff.copy(this.origin).sub(_segCenter); -- const segExtent = v0.distanceTo(v1) * 0.5; -- const a01 = -this.direction.dot(_segDir); -- const b0 = _diff.dot(this.direction); -- const b1 = -_diff.dot(_segDir); -+ _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); -+ _segDir.copy( v1 ).sub( v0 ).normalize(); -+ _diff.copy( this.origin ).sub( _segCenter ); -+ -+ const segExtent = v0.distanceTo( v1 ) * 0.5; -+ const a01 = - this.direction.dot( _segDir ); -+ const b0 = _diff.dot( this.direction ); -+ const b1 = - _diff.dot( _segDir ); - const c = _diff.lengthSq(); -- const det = Math.abs(1 - a01 * a01); -+ const det = Math.abs( 1 - a01 * a01 ); - let s0, s1, sqrDist, extDet; -- if (det > 0) { -+ -+ 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) { -+ -+ if ( s0 >= 0 ) { -+ -+ if ( s1 >= - extDet ) { -+ -+ if ( s1 <= extDet ) { -+ - // region 0 - // Minimum at interior points of ray and segment. - - const invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; -- sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c; -+ 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; -+ 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; -+ s1 = - segExtent; -+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); -+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; -+ - } -+ - } else { -- if (s1 <= -extDet) { -+ -+ 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) { -+ 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; -+ 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; -+ 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; -+ 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 ( optionalPointOnRay ) { -+ -+ optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); -+ - } -- if (optionalPointOnSegment) { -- optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter); -+ -+ if ( optionalPointOnSegment ) { -+ -+ optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); -+ - } -+ - return sqrDist; -+ - } -- intersectSphere(sphere, target) { -- _vector$a.subVectors(sphere.center, this.origin); -- const tca = _vector$a.dot(this.direction); -- const d2 = _vector$a.dot(_vector$a) - tca * tca; -+ -+ intersectSphere( sphere, target ) { -+ -+ _vector$a.subVectors( sphere.center, this.origin ); -+ const tca = _vector$a.dot( this.direction ); -+ const d2 = _vector$a.dot( _vector$a ) - tca * tca; - const radius2 = sphere.radius * sphere.radius; -- if (d2 > radius2) return null; -- const thc = Math.sqrt(radius2 - d2); -+ -+ if ( d2 > radius2 ) return null; -+ -+ const thc = Math.sqrt( radius2 - d2 ); - - // t0 = first intersect point - entrance on front of sphere - const t0 = tca - thc; -@@ -3974,1102 +5979,1553 @@ class Ray { - const t1 = tca + thc; - - // test to see if both t0 and t1 are behind the ray - if so, return null -- if (t0 < 0 && t1 < 0) return null; -+ 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); -+ if ( t0 < 0 ) return this.at( t1, target ); - - // else t0 is in front of the ray, so return the first collision point scaled by t0 -- return this.at(t0, target); -- } -- intersectsSphere(sphere) { -- return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius; -+ return this.at( t0, target ); -+ - } -- distanceToPlane(plane) { -- const denominator = plane.normal.dot(this.direction); -- if (denominator === 0) { -- // line is coplanar, return origin -- if (plane.distanceToPoint(this.origin) === 0) { -- return 0; -- } - -- // Null is preferable to undefined since undefined means.... it is undefined -+ intersectsSphere( sphere ) { - -- return null; -- } -- const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; -+ return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); - -- // Return if the ray never intersects the plane -+ } -+ -+ distanceToPlane( plane ) { -+ -+ const denominator = plane.normal.dot( this.direction ); -+ -+ if ( denominator === 0 ) { -+ -+ // line is coplanar, return origin -+ if ( plane.distanceToPoint( this.origin ) === 0 ) { -+ -+ return 0; -+ -+ } -+ -+ // Null is preferable to undefined since undefined means.... it is undefined -+ -+ return null; -+ -+ } -+ -+ const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; -+ -+ // Return if the ray never intersects the plane - - return t >= 0 ? t : null; -+ - } -- intersectPlane(plane, target) { -- const t = this.distanceToPlane(plane); -- if (t === null) { -+ -+ intersectPlane( plane, target ) { -+ -+ const t = this.distanceToPlane( plane ); -+ -+ if ( t === null ) { -+ - return null; -+ - } -- return this.at(t, target); -+ -+ return this.at( t, target ); -+ - } -- intersectsPlane(plane) { -+ -+ intersectsPlane( plane ) { -+ - // check if the ray lies on the plane first - -- const distToPoint = plane.distanceToPoint(this.origin); -- if (distToPoint === 0) { -+ const distToPoint = plane.distanceToPoint( this.origin ); -+ -+ if ( distToPoint === 0 ) { -+ - return true; -+ - } -- const denominator = plane.normal.dot(this.direction); -- if (denominator * distToPoint < 0) { -+ -+ const denominator = plane.normal.dot( this.direction ); -+ -+ if ( denominator * distToPoint < 0 ) { -+ - return true; -+ - } - - // ray origin is behind the plane (and is pointing behind it) - - return false; -+ - } -- intersectBox(box, target) { -+ -+ intersectBox( box, target ) { -+ - let tmin, tmax, tymin, tymax, tzmin, tzmax; -+ - const invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; -+ - const origin = this.origin; -- if (invdirx >= 0) { -- tmin = (box.min.x - origin.x) * invdirx; -- tmax = (box.max.x - origin.x) * invdirx; -+ -+ 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; -+ -+ 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; -+ -+ 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; -- if (tymin > tmin || isNaN(tmin)) tmin = tymin; -- if (tymax < tmax || isNaN(tmax)) tmax = tymax; -- if (invdirz >= 0) { -- tzmin = (box.min.z - origin.z) * invdirz; -- tzmax = (box.max.z - origin.z) * invdirz; -+ -+ tymin = ( box.max.y - origin.y ) * invdiry; -+ tymax = ( box.min.y - origin.y ) * invdiry; -+ -+ } -+ -+ if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; -+ -+ if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin; -+ -+ if ( tymax < tmax || isNaN( 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; -+ -+ 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; -+ -+ 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); -+ if ( tmax < 0 ) return null; -+ -+ return this.at( tmin >= 0 ? tmin : tmax, target ); -+ - } -- intersectsBox(box) { -- return this.intersectBox(box, _vector$a) !== null; -+ -+ intersectsBox( box ) { -+ -+ return this.intersectBox( box, _vector$a ) !== null; -+ - } -- intersectTriangle(a, b, c, backfaceCulling, target) { -+ -+ intersectTriangle( a, b, c, backfaceCulling, target ) { -+ - // Compute the offset origin, edges, and normal. - - // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - -- _edge1.subVectors(b, a); -- _edge2.subVectors(c, a); -- _normal$1.crossVectors(_edge1, _edge2); -+ _edge1.subVectors( b, a ); -+ _edge2.subVectors( c, a ); -+ _normal$1.crossVectors( _edge1, _edge2 ); - - // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by -- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) -- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) -- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) -- let DdN = this.direction.dot(_normal$1); -+ // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) -+ // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) -+ // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) -+ let DdN = this.direction.dot( _normal$1 ); - let sign; -- if (DdN > 0) { -- if (backfaceCulling) return null; -+ -+ if ( DdN > 0 ) { -+ -+ if ( backfaceCulling ) return null; - sign = 1; -- } else if (DdN < 0) { -- sign = -1; -- DdN = -DdN; -+ -+ } else if ( DdN < 0 ) { -+ -+ sign = - 1; -+ DdN = - DdN; -+ - } else { -+ - return null; -+ - } -- _diff.subVectors(this.origin, a); -- const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); -+ -+ _diff.subVectors( this.origin, a ); -+ const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); - - // b1 < 0, no intersection -- if (DdQxE2 < 0) { -+ if ( DdQxE2 < 0 ) { -+ - return null; -+ - } -- const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); -+ -+ const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); - - // b2 < 0, no intersection -- if (DdE1xQ < 0) { -+ if ( DdE1xQ < 0 ) { -+ - return null; -+ - } - - // b1+b2 > 1, no intersection -- if (DdQxE2 + DdE1xQ > DdN) { -+ if ( DdQxE2 + DdE1xQ > DdN ) { -+ - return null; -+ - } - - // Line intersects triangle, check if ray does. -- const QdN = -sign * _diff.dot(_normal$1); -+ const QdN = - sign * _diff.dot( _normal$1 ); - - // t < 0, no intersection -- if (QdN < 0) { -+ if ( QdN < 0 ) { -+ - return null; -+ - } - - // Ray intersects triangle. -- return this.at(QdN / DdN, target); -+ return this.at( QdN / DdN, target ); -+ - } -- applyMatrix4(matrix4) { -- this.origin.applyMatrix4(matrix4); -- this.direction.transformDirection(matrix4); -+ -+ applyMatrix4( matrix4 ) { -+ -+ this.origin.applyMatrix4( matrix4 ); -+ this.direction.transformDirection( matrix4 ); -+ - return this; -+ - } -- equals(ray) { -- return ray.origin.equals(this.origin) && ray.direction.equals(this.direction); -+ -+ equals( ray ) { -+ -+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - class Matrix4 { -+ - constructor() { -+ - Matrix4.prototype.isMatrix4 = true; -- this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; -+ -+ this.elements = [ -+ -+ 1, 0, 0, 0, -+ 0, 1, 0, 0, -+ 0, 0, 1, 0, -+ 0, 0, 0, 1 -+ -+ ]; -+ - } -- set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) { -+ -+ set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { -+ - const te = this.elements; -- te[0] = n11; -- te[4] = n12; -- te[8] = n13; -- te[12] = n14; -- te[1] = n21; -- te[5] = n22; -- te[9] = n23; -- te[13] = n24; -- te[2] = n31; -- te[6] = n32; -- te[10] = n33; -- te[14] = n34; -- te[3] = n41; -- te[7] = n42; -- te[11] = n43; -- te[15] = n44; -+ -+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; -+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; -+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; -+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; -+ - return this; -+ - } -+ - identity() { -- this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); -+ -+ this.set( -+ -+ 1, 0, 0, 0, -+ 0, 1, 0, 0, -+ 0, 0, 1, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -+ - clone() { -- return new Matrix4().fromArray(this.elements); -+ -+ return new Matrix4().fromArray( this.elements ); -+ - } -- copy(m) { -+ -+ copy( m ) { -+ - const te = this.elements; - const me = m.elements; -- te[0] = me[0]; -- te[1] = me[1]; -- te[2] = me[2]; -- te[3] = me[3]; -- te[4] = me[4]; -- te[5] = me[5]; -- te[6] = me[6]; -- te[7] = me[7]; -- te[8] = me[8]; -- te[9] = me[9]; -- te[10] = me[10]; -- te[11] = me[11]; -- te[12] = me[12]; -- te[13] = me[13]; -- te[14] = me[14]; -- te[15] = me[15]; -- return this; -- } -- copyPosition(m) { -- const te = this.elements, -- me = m.elements; -- te[12] = me[12]; -- te[13] = me[13]; -- te[14] = me[14]; -+ -+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; -+ te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; -+ te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; -+ te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; -+ -+ return this; -+ -+ } -+ -+ copyPosition( m ) { -+ -+ const te = this.elements, me = m.elements; -+ -+ te[ 12 ] = me[ 12 ]; -+ te[ 13 ] = me[ 13 ]; -+ te[ 14 ] = me[ 14 ]; -+ - return this; -+ - } -- setFromMatrix3(m) { -+ -+ setFromMatrix3( m ) { -+ - const me = m.elements; -- this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1); -+ -+ this.set( -+ -+ me[ 0 ], me[ 3 ], me[ 6 ], 0, -+ me[ 1 ], me[ 4 ], me[ 7 ], 0, -+ me[ 2 ], me[ 5 ], me[ 8 ], 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- extractBasis(xAxis, yAxis, zAxis) { -- xAxis.setFromMatrixColumn(this, 0); -- yAxis.setFromMatrixColumn(this, 1); -- zAxis.setFromMatrixColumn(this, 2); -+ -+ extractBasis( xAxis, yAxis, zAxis ) { -+ -+ xAxis.setFromMatrixColumn( this, 0 ); -+ yAxis.setFromMatrixColumn( this, 1 ); -+ zAxis.setFromMatrixColumn( this, 2 ); -+ - return this; -+ - } -- makeBasis(xAxis, yAxis, zAxis) { -- this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1); -+ -+ makeBasis( xAxis, yAxis, zAxis ) { -+ -+ this.set( -+ xAxis.x, yAxis.x, zAxis.x, 0, -+ xAxis.y, yAxis.y, zAxis.y, 0, -+ xAxis.z, yAxis.z, zAxis.z, 0, -+ 0, 0, 0, 1 -+ ); -+ - return this; -+ - } -- extractRotation(m) { -+ -+ extractRotation( m ) { -+ - // this method does not support reflection matrices - - const te = this.elements; - const me = m.elements; -- const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length(); -- const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length(); -- const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length(); -- te[0] = me[0] * scaleX; -- te[1] = me[1] * scaleX; -- te[2] = me[2] * scaleX; -- te[3] = 0; -- te[4] = me[4] * scaleY; -- te[5] = me[5] * scaleY; -- te[6] = me[6] * scaleY; -- te[7] = 0; -- te[8] = me[8] * scaleZ; -- te[9] = me[9] * scaleZ; -- te[10] = me[10] * scaleZ; -- te[11] = 0; -- te[12] = 0; -- te[13] = 0; -- te[14] = 0; -- te[15] = 1; -- return this; -- } -- makeRotationFromEuler(euler) { -+ -+ const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); -+ const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); -+ const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); -+ -+ te[ 0 ] = me[ 0 ] * scaleX; -+ te[ 1 ] = me[ 1 ] * scaleX; -+ te[ 2 ] = me[ 2 ] * scaleX; -+ te[ 3 ] = 0; -+ -+ te[ 4 ] = me[ 4 ] * scaleY; -+ te[ 5 ] = me[ 5 ] * scaleY; -+ te[ 6 ] = me[ 6 ] * scaleY; -+ te[ 7 ] = 0; -+ -+ te[ 8 ] = me[ 8 ] * scaleZ; -+ te[ 9 ] = me[ 9 ] * scaleZ; -+ te[ 10 ] = me[ 10 ] * scaleZ; -+ te[ 11 ] = 0; -+ -+ te[ 12 ] = 0; -+ te[ 13 ] = 0; -+ te[ 14 ] = 0; -+ te[ 15 ] = 1; -+ -+ return this; -+ -+ } -+ -+ makeRotationFromEuler( euler ) { -+ - const te = this.elements; -- const x = euler.x, -- y = euler.y, -- z = euler.z; -- const a = Math.cos(x), -- b = Math.sin(x); -- const c = Math.cos(y), -- d = Math.sin(y); -- const e = Math.cos(z), -- f = Math.sin(z); -- if (euler.order === 'XYZ') { -- const ae = a * e, -- af = a * f, -- be = b * e, -- bf = b * f; -- te[0] = c * e; -- te[4] = -c * f; -- te[8] = d; -- te[1] = af + be * d; -- te[5] = ae - bf * d; -- te[9] = -b * c; -- te[2] = bf - ae * d; -- te[6] = be + af * d; -- te[10] = a * c; -- } else if (euler.order === 'YXZ') { -- const ce = c * e, -- cf = c * f, -- de = d * e, -- df = d * f; -- te[0] = ce + df * b; -- te[4] = de * b - cf; -- te[8] = a * d; -- te[1] = a * f; -- te[5] = a * e; -- te[9] = -b; -- te[2] = cf * b - de; -- te[6] = df + ce * b; -- te[10] = a * c; -- } else if (euler.order === 'ZXY') { -- const ce = c * e, -- cf = c * f, -- de = d * e, -- df = d * f; -- te[0] = ce - df * b; -- te[4] = -a * f; -- te[8] = de + cf * b; -- te[1] = cf + de * b; -- te[5] = a * e; -- te[9] = df - ce * b; -- te[2] = -a * d; -- te[6] = b; -- te[10] = a * c; -- } else if (euler.order === 'ZYX') { -- const ae = a * e, -- af = a * f, -- be = b * e, -- bf = b * f; -- te[0] = c * e; -- te[4] = be * d - af; -- te[8] = ae * d + bf; -- te[1] = c * f; -- te[5] = bf * d + ae; -- te[9] = af * d - be; -- te[2] = -d; -- te[6] = b * c; -- te[10] = a * c; -- } else if (euler.order === 'YZX') { -- const ac = a * c, -- ad = a * d, -- bc = b * c, -- bd = b * d; -- te[0] = c * e; -- te[4] = bd - ac * f; -- te[8] = bc * f + ad; -- te[1] = f; -- te[5] = a * e; -- te[9] = -b * e; -- te[2] = -d * e; -- te[6] = ad * f + bc; -- te[10] = ac - bd * f; -- } else if (euler.order === 'XZY') { -- const ac = a * c, -- ad = a * d, -- bc = b * c, -- bd = b * d; -- te[0] = c * e; -- te[4] = -f; -- te[8] = d * e; -- te[1] = ac * f + bd; -- te[5] = a * e; -- te[9] = ad * f - bc; -- te[2] = bc * f - ad; -- te[6] = b * e; -- te[10] = bd * f + ac; -+ -+ const x = euler.x, y = euler.y, z = euler.z; -+ const a = Math.cos( x ), b = Math.sin( x ); -+ const c = Math.cos( y ), d = Math.sin( y ); -+ const e = Math.cos( z ), f = Math.sin( z ); -+ -+ if ( euler.order === 'XYZ' ) { -+ -+ const ae = a * e, af = a * f, be = b * e, bf = b * f; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = - c * f; -+ te[ 8 ] = d; -+ -+ te[ 1 ] = af + be * d; -+ te[ 5 ] = ae - bf * d; -+ te[ 9 ] = - b * c; -+ -+ te[ 2 ] = bf - ae * d; -+ te[ 6 ] = be + af * d; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'YXZ' ) { -+ -+ const ce = c * e, cf = c * f, de = d * e, df = d * f; -+ -+ te[ 0 ] = ce + df * b; -+ te[ 4 ] = de * b - cf; -+ te[ 8 ] = a * d; -+ -+ te[ 1 ] = a * f; -+ te[ 5 ] = a * e; -+ te[ 9 ] = - b; -+ -+ te[ 2 ] = cf * b - de; -+ te[ 6 ] = df + ce * b; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'ZXY' ) { -+ -+ const ce = c * e, cf = c * f, de = d * e, df = d * f; -+ -+ te[ 0 ] = ce - df * b; -+ te[ 4 ] = - a * f; -+ te[ 8 ] = de + cf * b; -+ -+ te[ 1 ] = cf + de * b; -+ te[ 5 ] = a * e; -+ te[ 9 ] = df - ce * b; -+ -+ te[ 2 ] = - a * d; -+ te[ 6 ] = b; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'ZYX' ) { -+ -+ const ae = a * e, af = a * f, be = b * e, bf = b * f; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = be * d - af; -+ te[ 8 ] = ae * d + bf; -+ -+ te[ 1 ] = c * f; -+ te[ 5 ] = bf * d + ae; -+ te[ 9 ] = af * d - be; -+ -+ te[ 2 ] = - d; -+ te[ 6 ] = b * c; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'YZX' ) { -+ -+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = bd - ac * f; -+ te[ 8 ] = bc * f + ad; -+ -+ te[ 1 ] = f; -+ te[ 5 ] = a * e; -+ te[ 9 ] = - b * e; -+ -+ te[ 2 ] = - d * e; -+ te[ 6 ] = ad * f + bc; -+ te[ 10 ] = ac - bd * f; -+ -+ } else if ( euler.order === 'XZY' ) { -+ -+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = - f; -+ te[ 8 ] = d * e; -+ -+ te[ 1 ] = ac * f + bd; -+ te[ 5 ] = a * e; -+ te[ 9 ] = ad * f - bc; -+ -+ te[ 2 ] = bc * f - ad; -+ te[ 6 ] = b * e; -+ te[ 10 ] = bd * f + ac; -+ - } - - // bottom row -- te[3] = 0; -- te[7] = 0; -- te[11] = 0; -+ te[ 3 ] = 0; -+ te[ 7 ] = 0; -+ te[ 11 ] = 0; - - // last column -- te[12] = 0; -- te[13] = 0; -- te[14] = 0; -- te[15] = 1; -+ te[ 12 ] = 0; -+ te[ 13 ] = 0; -+ te[ 14 ] = 0; -+ te[ 15 ] = 1; -+ - return this; -+ - } -- makeRotationFromQuaternion(q) { -- return this.compose(_zero, q, _one); -+ -+ makeRotationFromQuaternion( q ) { -+ -+ return this.compose( _zero, q, _one ); -+ - } -- lookAt(eye, target, up) { -+ -+ lookAt( eye, target, up ) { -+ - const te = this.elements; -- _z.subVectors(eye, target); -- if (_z.lengthSq() === 0) { -+ -+ _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) { -+ _x.crossVectors( up, _z ); -+ -+ if ( _x.lengthSq() === 0 ) { -+ - // up and z are parallel - -- if (Math.abs(up.z) === 1) { -+ if ( Math.abs( up.z ) === 1 ) { -+ - _z.x += 0.0001; -+ - } else { -+ - _z.z += 0.0001; -+ - } -+ - _z.normalize(); -- _x.crossVectors(up, _z); -+ _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; -+ _y.crossVectors( _z, _x ); -+ -+ te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; -+ te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; -+ te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; -+ - return this; -+ - } -- multiply(m) { -- return this.multiplyMatrices(this, m); -+ -+ multiply( m ) { -+ -+ return this.multiplyMatrices( this, m ); -+ - } -- premultiply(m) { -- return this.multiplyMatrices(m, this); -+ -+ premultiply( m ) { -+ -+ return this.multiplyMatrices( m, this ); -+ - } -- multiplyMatrices(a, b) { -+ -+ multiplyMatrices( a, b ) { -+ - const ae = a.elements; - const be = b.elements; - const te = this.elements; -- const a11 = ae[0], -- a12 = ae[4], -- a13 = ae[8], -- a14 = ae[12]; -- const a21 = ae[1], -- a22 = ae[5], -- a23 = ae[9], -- a24 = ae[13]; -- const a31 = ae[2], -- a32 = ae[6], -- a33 = ae[10], -- a34 = ae[14]; -- const a41 = ae[3], -- a42 = ae[7], -- a43 = ae[11], -- a44 = ae[15]; -- const b11 = be[0], -- b12 = be[4], -- b13 = be[8], -- b14 = be[12]; -- const b21 = be[1], -- b22 = be[5], -- b23 = be[9], -- b24 = be[13]; -- const b31 = be[2], -- b32 = be[6], -- b33 = be[10], -- b34 = be[14]; -- const b41 = be[3], -- b42 = be[7], -- b43 = be[11], -- b44 = be[15]; -- te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; -- te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; -- te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; -- te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; -- te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; -- te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; -- te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; -- te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; -- te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; -- te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; -- te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; -- te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; -- te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; -- te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; -- te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; -- te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; -- return this; -- } -- multiplyScalar(s) { -+ -+ const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; -+ const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; -+ const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; -+ const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; -+ -+ const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; -+ const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; -+ const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; -+ const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; -+ -+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; -+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; -+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; -+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; -+ -+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; -+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; -+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; -+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; -+ -+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; -+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; -+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; -+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; -+ -+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; -+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; -+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; -+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; -+ -+ return this; -+ -+ } -+ -+ multiplyScalar( s ) { -+ - const te = this.elements; -- te[0] *= s; -- te[4] *= s; -- te[8] *= s; -- te[12] *= s; -- te[1] *= s; -- te[5] *= s; -- te[9] *= s; -- te[13] *= s; -- te[2] *= s; -- te[6] *= s; -- te[10] *= s; -- te[14] *= s; -- te[3] *= s; -- te[7] *= s; -- te[11] *= s; -- te[15] *= s; -+ -+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; -+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; -+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; -+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; -+ - return this; -+ - } -+ - determinant() { -+ - const te = this.elements; -- const n11 = te[0], -- n12 = te[4], -- n13 = te[8], -- n14 = te[12]; -- const n21 = te[1], -- n22 = te[5], -- n23 = te[9], -- n24 = te[13]; -- const n31 = te[2], -- n32 = te[6], -- n33 = te[10], -- n34 = te[14]; -- const n41 = te[3], -- n42 = te[7], -- n43 = te[11], -- n44 = te[15]; -+ -+ const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; -+ const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; -+ const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; -+ const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - -- return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31); -+ return ( -+ n41 * ( -+ + n14 * n23 * n32 -+ - n13 * n24 * n32 -+ - n14 * n22 * n33 -+ + n12 * n24 * n33 -+ + n13 * n22 * n34 -+ - n12 * n23 * n34 -+ ) + -+ n42 * ( -+ + n11 * n23 * n34 -+ - n11 * n24 * n33 -+ + n14 * n21 * n33 -+ - n13 * n21 * n34 -+ + n13 * n24 * n31 -+ - n14 * n23 * n31 -+ ) + -+ n43 * ( -+ + n11 * n24 * n32 -+ - n11 * n22 * n34 -+ - n14 * n21 * n32 -+ + n12 * n21 * n34 -+ + n14 * n22 * n31 -+ - n12 * n24 * n31 -+ ) + -+ n44 * ( -+ - n13 * n22 * n31 -+ - n11 * n23 * n32 -+ + n11 * n22 * n33 -+ + n13 * n21 * n32 -+ - n12 * n21 * n33 -+ + n12 * n23 * n31 -+ ) -+ -+ ); -+ - } -+ - transpose() { -+ - const te = this.elements; - let tmp; -- tmp = te[1]; -- te[1] = te[4]; -- te[4] = tmp; -- tmp = te[2]; -- te[2] = te[8]; -- te[8] = tmp; -- tmp = te[6]; -- te[6] = te[9]; -- te[9] = tmp; -- tmp = te[3]; -- te[3] = te[12]; -- te[12] = tmp; -- tmp = te[7]; -- te[7] = te[13]; -- te[13] = tmp; -- tmp = te[11]; -- te[11] = te[14]; -- te[14] = tmp; -- return this; -- } -- setPosition(x, y, z) { -- const te = this.elements; -- if (x.isVector3) { -- te[12] = x.x; -- te[13] = x.y; -- te[14] = x.z; -- } else { -- te[12] = x; -- te[13] = y; -- te[14] = z; -- } -+ -+ 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; -+ - } -- invert() { -- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm -- const te = this.elements, -- n11 = te[0], -- n21 = te[1], -- n31 = te[2], -- n41 = te[3], -- n12 = te[4], -- n22 = te[5], -- n32 = te[6], -- n42 = te[7], -- n13 = te[8], -- n23 = te[9], -- n33 = te[10], -- n43 = te[11], -- n14 = te[12], -- n24 = te[13], -- n34 = te[14], -- n44 = te[15], -- t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, -+ -+ setPosition( x, y, z ) { -+ -+ const te = this.elements; -+ -+ if ( x.isVector3 ) { -+ -+ te[ 12 ] = x.x; -+ te[ 13 ] = x.y; -+ te[ 14 ] = x.z; -+ -+ } else { -+ -+ te[ 12 ] = x; -+ te[ 13 ] = y; -+ te[ 14 ] = z; -+ -+ } -+ -+ return this; -+ -+ } -+ -+ invert() { -+ -+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm -+ const te = this.elements, -+ -+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], -+ n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], -+ n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], -+ n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], -+ -+ t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; -+ - const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; -- if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); -+ -+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); -+ - const detInv = 1 / det; -- te[0] = t11 * detInv; -- te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv; -- te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv; -- te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv; -- te[4] = t12 * detInv; -- te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv; -- te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv; -- te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv; -- te[8] = t13 * detInv; -- te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv; -- te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv; -- te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv; -- te[12] = t14 * detInv; -- te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv; -- te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv; -- te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv; -- return this; -- } -- scale(v) { -+ -+ te[ 0 ] = t11 * detInv; -+ te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; -+ te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; -+ te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; -+ -+ te[ 4 ] = t12 * detInv; -+ te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; -+ te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; -+ te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; -+ -+ te[ 8 ] = t13 * detInv; -+ te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; -+ te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; -+ te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; -+ -+ te[ 12 ] = t14 * detInv; -+ te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; -+ te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; -+ te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; -+ -+ return this; -+ -+ } -+ -+ scale( v ) { -+ - const te = this.elements; -- const x = v.x, -- y = v.y, -- z = v.z; -- te[0] *= x; -- te[4] *= y; -- te[8] *= z; -- te[1] *= x; -- te[5] *= y; -- te[9] *= z; -- te[2] *= x; -- te[6] *= y; -- te[10] *= z; -- te[3] *= x; -- te[7] *= y; -- te[11] *= z; -+ const x = v.x, y = v.y, z = v.z; -+ -+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; -+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; -+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; -+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; -+ - return this; -+ - } -+ - getMaxScaleOnAxis() { -+ - const te = this.elements; -- const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; -- const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; -- const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; -- return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq)); -+ -+ const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; -+ const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; -+ const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; -+ -+ return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); -+ - } -- makeTranslation(x, y, z) { -- this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1); -+ -+ makeTranslation( x, y, z ) { -+ -+ this.set( -+ -+ 1, 0, 0, x, -+ 0, 1, 0, y, -+ 0, 0, 1, z, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationX(theta) { -- const c = Math.cos(theta), -- s = Math.sin(theta); -- this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1); -+ -+ makeRotationX( theta ) { -+ -+ const c = Math.cos( theta ), s = Math.sin( theta ); -+ -+ this.set( -+ -+ 1, 0, 0, 0, -+ 0, c, - s, 0, -+ 0, s, c, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationY(theta) { -- const c = Math.cos(theta), -- s = Math.sin(theta); -- this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1); -+ -+ makeRotationY( theta ) { -+ -+ const c = Math.cos( theta ), s = Math.sin( theta ); -+ -+ this.set( -+ -+ c, 0, s, 0, -+ 0, 1, 0, 0, -+ - s, 0, c, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationZ(theta) { -- const c = Math.cos(theta), -- s = Math.sin(theta); -- this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); -+ -+ makeRotationZ( theta ) { -+ -+ const c = Math.cos( theta ), s = Math.sin( theta ); -+ -+ this.set( -+ -+ c, - s, 0, 0, -+ s, c, 0, 0, -+ 0, 0, 1, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationAxis(axis, angle) { -+ -+ makeRotationAxis( axis, angle ) { -+ - // Based on http://www.gamedev.net/reference/articles/article1199.asp - -- const c = Math.cos(angle); -- const s = Math.sin(angle); -+ const c = Math.cos( angle ); -+ const s = Math.sin( angle ); - const t = 1 - c; -- const x = axis.x, -- y = axis.y, -- z = axis.z; -- const tx = t * x, -- ty = t * y; -- this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1); -+ const x = axis.x, y = axis.y, z = axis.z; -+ const tx = t * x, ty = t * y; -+ -+ this.set( -+ -+ tx * x + c, tx * y - s * z, tx * z + s * y, 0, -+ tx * y + s * z, ty * y + c, ty * z - s * x, 0, -+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeScale(x, y, z) { -- this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1); -+ -+ makeScale( x, y, z ) { -+ -+ this.set( -+ -+ x, 0, 0, 0, -+ 0, y, 0, 0, -+ 0, 0, z, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeShear(xy, xz, yx, yz, zx, zy) { -- this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1); -+ -+ makeShear( xy, xz, yx, yz, zx, zy ) { -+ -+ this.set( -+ -+ 1, yx, zx, 0, -+ xy, 1, zy, 0, -+ xz, yz, 1, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- compose(position, quaternion, scale) { -+ -+ compose( position, quaternion, scale ) { -+ - const te = this.elements; -- const x = quaternion._x, -- y = quaternion._y, -- z = quaternion._z, -- w = quaternion._w; -- const x2 = x + x, -- y2 = y + y, -- z2 = z + z; -- const xx = x * x2, -- xy = x * y2, -- xz = x * z2; -- const yy = y * y2, -- yz = y * z2, -- zz = z * z2; -- const wx = w * x2, -- wy = w * y2, -- wz = w * z2; -- const sx = scale.x, -- sy = scale.y, -- sz = scale.z; -- te[0] = (1 - (yy + zz)) * sx; -- te[1] = (xy + wz) * sx; -- te[2] = (xz - wy) * sx; -- te[3] = 0; -- te[4] = (xy - wz) * sy; -- te[5] = (1 - (xx + zz)) * sy; -- te[6] = (yz + wx) * sy; -- te[7] = 0; -- te[8] = (xz + wy) * sz; -- te[9] = (yz - wx) * sz; -- te[10] = (1 - (xx + yy)) * sz; -- te[11] = 0; -- te[12] = position.x; -- te[13] = position.y; -- te[14] = position.z; -- te[15] = 1; -- return this; -- } -- decompose(position, quaternion, scale) { -+ -+ const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; -+ const x2 = x + x, y2 = y + y, z2 = z + z; -+ const xx = x * x2, xy = x * y2, xz = x * z2; -+ const yy = y * y2, yz = y * z2, zz = z * z2; -+ const wx = w * x2, wy = w * y2, wz = w * z2; -+ -+ const sx = scale.x, sy = scale.y, sz = scale.z; -+ -+ te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; -+ te[ 1 ] = ( xy + wz ) * sx; -+ te[ 2 ] = ( xz - wy ) * sx; -+ te[ 3 ] = 0; -+ -+ te[ 4 ] = ( xy - wz ) * sy; -+ te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; -+ te[ 6 ] = ( yz + wx ) * sy; -+ te[ 7 ] = 0; -+ -+ te[ 8 ] = ( xz + wy ) * sz; -+ te[ 9 ] = ( yz - wx ) * sz; -+ te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; -+ te[ 11 ] = 0; -+ -+ te[ 12 ] = position.x; -+ te[ 13 ] = position.y; -+ te[ 14 ] = position.z; -+ te[ 15 ] = 1; -+ -+ return this; -+ -+ } -+ -+ decompose( position, quaternion, scale ) { -+ - const te = this.elements; -- let sx = _v1$5.set(te[0], te[1], te[2]).length(); -- const sy = _v1$5.set(te[4], te[5], te[6]).length(); -- const sz = _v1$5.set(te[8], te[9], te[10]).length(); -+ -+ let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); -+ const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); -+ const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - - // if determine is negative, we need to invert one scale - const det = this.determinant(); -- if (det < 0) sx = -sx; -- position.x = te[12]; -- position.y = te[13]; -- position.z = te[14]; -+ if ( det < 0 ) sx = - sx; -+ -+ position.x = te[ 12 ]; -+ position.y = te[ 13 ]; -+ position.z = te[ 14 ]; - - // scale the rotation part -- _m1$2.copy(this); -+ _m1$2.copy( this ); -+ - const invSX = 1 / sx; - const invSY = 1 / sy; - const invSZ = 1 / sz; -- _m1$2.elements[0] *= invSX; -- _m1$2.elements[1] *= invSX; -- _m1$2.elements[2] *= invSX; -- _m1$2.elements[4] *= invSY; -- _m1$2.elements[5] *= invSY; -- _m1$2.elements[6] *= invSY; -- _m1$2.elements[8] *= invSZ; -- _m1$2.elements[9] *= invSZ; -- _m1$2.elements[10] *= invSZ; -- quaternion.setFromRotationMatrix(_m1$2); -+ -+ _m1$2.elements[ 0 ] *= invSX; -+ _m1$2.elements[ 1 ] *= invSX; -+ _m1$2.elements[ 2 ] *= invSX; -+ -+ _m1$2.elements[ 4 ] *= invSY; -+ _m1$2.elements[ 5 ] *= invSY; -+ _m1$2.elements[ 6 ] *= invSY; -+ -+ _m1$2.elements[ 8 ] *= invSZ; -+ _m1$2.elements[ 9 ] *= invSZ; -+ _m1$2.elements[ 10 ] *= invSZ; -+ -+ quaternion.setFromRotationMatrix( _m1$2 ); -+ - scale.x = sx; - scale.y = sy; - scale.z = sz; -+ - return this; -+ - } -- makePerspective(left, right, top, bottom, near, far) { -+ -+ makePerspective( left, right, top, bottom, near, far ) { -+ - const te = this.elements; -- const x = 2 * near / (right - left); -- const y = 2 * near / (top - bottom); -- const a = (right + left) / (right - left); -- const b = (top + bottom) / (top - bottom); -- const c = -(far + near) / (far - near); -- const d = -2 * far * near / (far - near); -- te[0] = x; -- te[4] = 0; -- te[8] = a; -- te[12] = 0; -- te[1] = 0; -- te[5] = y; -- te[9] = b; -- te[13] = 0; -- te[2] = 0; -- te[6] = 0; -- te[10] = c; -- te[14] = d; -- te[3] = 0; -- te[7] = 0; -- te[11] = -1; -- te[15] = 0; -- return this; -- } -- makeOrthographic(left, right, top, bottom, near, far) { -+ const x = 2 * near / ( right - left ); -+ const y = 2 * near / ( top - bottom ); -+ -+ const a = ( right + left ) / ( right - left ); -+ const b = ( top + bottom ) / ( top - bottom ); -+ const c = - ( far + near ) / ( far - near ); -+ const d = - 2 * far * near / ( far - near ); -+ -+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; -+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; -+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; -+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; -+ -+ return this; -+ -+ } -+ -+ makeOrthographic( left, right, top, bottom, near, far ) { -+ - const te = this.elements; -- const w = 1.0 / (right - left); -- const h = 1.0 / (top - bottom); -- const p = 1.0 / (far - near); -- const x = (right + left) * w; -- const y = (top + bottom) * h; -- const z = (far + near) * p; -- te[0] = 2 * w; -- te[4] = 0; -- te[8] = 0; -- te[12] = -x; -- te[1] = 0; -- te[5] = 2 * h; -- te[9] = 0; -- te[13] = -y; -- te[2] = 0; -- te[6] = 0; -- te[10] = -2 * p; -- te[14] = -z; -- te[3] = 0; -- te[7] = 0; -- te[11] = 0; -- te[15] = 1; -- return this; -- } -- equals(matrix) { -+ const w = 1.0 / ( right - left ); -+ const h = 1.0 / ( top - bottom ); -+ const p = 1.0 / ( far - near ); -+ -+ const x = ( right + left ) * w; -+ const y = ( top + bottom ) * h; -+ const z = ( far + near ) * p; -+ -+ te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; -+ te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; -+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; -+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; -+ -+ return this; -+ -+ } -+ -+ equals( matrix ) { -+ - const te = this.elements; - const me = matrix.elements; -- for (let i = 0; i < 16; i++) { -- if (te[i] !== me[i]) return false; -+ -+ for ( let i = 0; i < 16; i ++ ) { -+ -+ if ( te[ i ] !== me[ i ] ) return false; -+ - } -+ - return true; -+ - } -- fromArray(array, offset = 0) { -- for (let i = 0; i < 16; i++) { -- this.elements[i] = array[i + offset]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ for ( let i = 0; i < 16; i ++ ) { -+ -+ this.elements[ i ] = array[ i + offset ]; -+ - } -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -+ -+ toArray( array = [], offset = 0 ) { -+ - const te = this.elements; -- array[offset] = te[0]; -- array[offset + 1] = te[1]; -- array[offset + 2] = te[2]; -- array[offset + 3] = te[3]; -- array[offset + 4] = te[4]; -- array[offset + 5] = te[5]; -- array[offset + 6] = te[6]; -- array[offset + 7] = te[7]; -- array[offset + 8] = te[8]; -- array[offset + 9] = te[9]; -- array[offset + 10] = te[10]; -- array[offset + 11] = te[11]; -- array[offset + 12] = te[12]; -- array[offset + 13] = te[13]; -- array[offset + 14] = te[14]; -- array[offset + 15] = te[15]; -+ -+ 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; -+ - } -+ - } --const _v1$5 = /*@__PURE__*/new Vector3(); --const _m1$2 = /*@__PURE__*/new Matrix4(); --const _zero = /*@__PURE__*/new Vector3(0, 0, 0); --const _one = /*@__PURE__*/new Vector3(1, 1, 1); --const _x = /*@__PURE__*/new Vector3(); --const _y = /*@__PURE__*/new Vector3(); --const _z = /*@__PURE__*/new Vector3(); - --const _matrix$1 = /*@__PURE__*/new Matrix4(); --const _quaternion$3 = /*@__PURE__*/new Quaternion(); -+const _v1$5 = /*@__PURE__*/ new Vector3(); -+const _m1$2 = /*@__PURE__*/ new Matrix4(); -+const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); -+const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); -+const _x = /*@__PURE__*/ new Vector3(); -+const _y = /*@__PURE__*/ new Vector3(); -+const _z = /*@__PURE__*/ new Vector3(); -+ -+const _matrix$1 = /*@__PURE__*/ new Matrix4(); -+const _quaternion$3 = /*@__PURE__*/ new Quaternion(); -+ - class Euler { -- constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) { -+ -+ constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { -+ - this.isEuler = true; -+ - this._x = x; - this._y = y; - this._z = z; - this._order = order; -+ - } -+ - get x() { -+ - return this._x; -+ - } -- set x(value) { -+ -+ set x( value ) { -+ - this._x = value; - this._onChangeCallback(); -+ - } -+ - get y() { -+ - return this._y; -+ - } -- set y(value) { -+ -+ set y( value ) { -+ - this._y = value; - this._onChangeCallback(); -+ - } -+ - get z() { -+ - return this._z; -+ - } -- set z(value) { -+ -+ set z( value ) { -+ - this._z = value; - this._onChangeCallback(); -+ - } -+ - get order() { -+ - return this._order; -+ - } -- set order(value) { -+ -+ set order( value ) { -+ - this._order = value; - this._onChangeCallback(); -+ - } -- set(x, y, z, order = this._order) { -+ -+ set( x, y, z, order = this._order ) { -+ - this._x = x; - this._y = y; - this._z = z; - this._order = order; -+ - this._onChangeCallback(); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this._x, this._y, this._z, this._order); -+ -+ return new this.constructor( this._x, this._y, this._z, this._order ); -+ - } -- copy(euler) { -+ -+ copy( euler ) { -+ - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromRotationMatrix(m, order = this._order, update = true) { -+ -+ setFromRotationMatrix( m, order = this._order, update = true ) { -+ - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements; -- const m11 = te[0], -- m12 = te[4], -- m13 = te[8]; -- const m21 = te[1], -- m22 = te[5], -- m23 = te[9]; -- const m31 = te[2], -- m32 = te[6], -- m33 = te[10]; -- switch (order) { -+ const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; -+ const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; -+ const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; -+ -+ switch ( order ) { -+ - case 'XYZ': -- this._y = Math.asin(clamp(m13, -1, 1)); -- if (Math.abs(m13) < 0.9999999) { -- this._x = Math.atan2(-m23, m33); -- this._z = Math.atan2(-m12, m11); -+ -+ 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._x = Math.atan2( m32, m22 ); - this._z = 0; -+ - } -+ - break; -+ - case 'YXZ': -- this._x = Math.asin(-clamp(m23, -1, 1)); -- if (Math.abs(m23) < 0.9999999) { -- this._y = Math.atan2(m13, m33); -- this._z = Math.atan2(m21, m22); -+ -+ 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._y = Math.atan2( - m31, m11 ); - this._z = 0; -+ - } -+ - break; -+ - case 'ZXY': -- this._x = Math.asin(clamp(m32, -1, 1)); -- if (Math.abs(m32) < 0.9999999) { -- this._y = Math.atan2(-m31, m33); -- this._z = Math.atan2(-m12, m22); -+ -+ 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); -+ this._z = Math.atan2( m21, m11 ); -+ - } -+ - break; -+ - case 'ZYX': -- this._y = Math.asin(-clamp(m31, -1, 1)); -- if (Math.abs(m31) < 0.9999999) { -- this._x = Math.atan2(m32, m33); -- this._z = Math.atan2(m21, m11); -+ -+ 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); -+ this._z = Math.atan2( - m12, m22 ); -+ - } -+ - break; -+ - case 'YZX': -- this._z = Math.asin(clamp(m21, -1, 1)); -- if (Math.abs(m21) < 0.9999999) { -- this._x = Math.atan2(-m23, m22); -- this._y = Math.atan2(-m31, m11); -+ -+ 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); -+ this._y = Math.atan2( m13, m33 ); -+ - } -+ - break; -+ - case 'XZY': -- this._z = Math.asin(-clamp(m12, -1, 1)); -- if (Math.abs(m12) < 0.9999999) { -- this._x = Math.atan2(m32, m22); -- this._y = Math.atan2(m13, m11); -+ -+ 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._x = Math.atan2( - m23, m33 ); - this._y = 0; -+ - } -+ - break; -+ - default: -- console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order); -+ -+ console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); -+ - } -+ - this._order = order; -- if (update === true) this._onChangeCallback(); -+ -+ if ( update === true ) this._onChangeCallback(); -+ - return this; -- } -- setFromQuaternion(q, order, update) { -- _matrix$1.makeRotationFromQuaternion(q); -- return this.setFromRotationMatrix(_matrix$1, order, update); -- } -- setFromVector3(v, order = this._order) { -- return this.set(v.x, v.y, v.z, order); -- } -- reorder(newOrder) { -- // WARNING: this discards revolution information -bhouston - -- _quaternion$3.setFromEuler(this); -- return this.setFromQuaternion(_quaternion$3, newOrder); -- } -- equals(euler) { -- return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order; - } -- fromArray(array) { -- this._x = array[0]; -- this._y = array[1]; -- this._z = array[2]; -- if (array[3] !== undefined) this._order = array[3]; -+ -+ setFromQuaternion( q, order, update ) { -+ -+ _matrix$1.makeRotationFromQuaternion( q ); -+ -+ return this.setFromRotationMatrix( _matrix$1, order, update ); -+ -+ } -+ -+ setFromVector3( v, order = this._order ) { -+ -+ return this.set( v.x, v.y, v.z, order ); -+ -+ } -+ -+ reorder( newOrder ) { -+ -+ // WARNING: this discards revolution information -bhouston -+ -+ _quaternion$3.setFromEuler( this ); -+ -+ return this.setFromQuaternion( _quaternion$3, newOrder ); -+ -+ } -+ -+ equals( euler ) { -+ -+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); -+ -+ } -+ -+ fromArray( array ) { -+ -+ this._x = array[ 0 ]; -+ this._y = array[ 1 ]; -+ this._z = array[ 2 ]; -+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this._x; -- array[offset + 1] = this._y; -- array[offset + 2] = this._z; -- array[offset + 3] = this._order; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this._x; -+ array[ offset + 1 ] = this._y; -+ array[ offset + 2 ] = this._z; -+ array[ offset + 3 ] = this._order; -+ - return array; -+ - } -- _onChange(callback) { -+ -+ _onChange( callback ) { -+ - this._onChangeCallback = callback; -+ - return this; -+ - } -+ - _onChangeCallback() {} -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this._x; - yield this._y; - yield this._z; - yield this._order; -+ - } - - // @deprecated since r138, 02cf0df1cb4575d5842fef9c85bb5a89fe020d53 - - toVector3() { -- console.error('THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead'); -+ -+ console.error( 'THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead' ); -+ - } -+ - } --Euler.DefaultOrder = 'XYZ'; --Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX']; -+ -+Euler.DEFAULT_ORDER = 'XYZ'; - - class Layers { -+ - constructor() { -+ - this.mask = 1 | 0; -+ - } -- set(channel) { -- this.mask = (1 << channel | 0) >>> 0; -+ -+ set( channel ) { -+ -+ this.mask = ( 1 << channel | 0 ) >>> 0; -+ - } -- enable(channel) { -+ -+ enable( channel ) { -+ - this.mask |= 1 << channel | 0; -+ - } -+ - enableAll() { -+ - this.mask = 0xffffffff | 0; -+ - } -- toggle(channel) { -+ -+ toggle( channel ) { -+ - this.mask ^= 1 << channel | 0; -+ - } -- disable(channel) { -- this.mask &= ~(1 << channel | 0); -+ -+ disable( channel ) { -+ -+ this.mask &= ~ ( 1 << channel | 0 ); -+ - } -+ - disableAll() { -+ - this.mask = 0; -+ - } -- test(layers) { -- return (this.mask & layers.mask) !== 0; -+ -+ test( layers ) { -+ -+ return ( this.mask & layers.mask ) !== 0; -+ - } -- isEnabled(channel) { -- return (this.mask & (1 << channel | 0)) !== 0; -+ -+ isEnabled( channel ) { -+ -+ return ( this.mask & ( 1 << channel | 0 ) ) !== 0; -+ - } -+ - } - - let _object3DId = 0; --const _v1$4 = /*@__PURE__*/new Vector3(); --const _q1 = /*@__PURE__*/new Quaternion(); --const _m1$1 = /*@__PURE__*/new Matrix4(); --const _target = /*@__PURE__*/new Vector3(); --const _position$3 = /*@__PURE__*/new Vector3(); --const _scale$2 = /*@__PURE__*/new Vector3(); --const _quaternion$2 = /*@__PURE__*/new Quaternion(); --const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0); --const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0); --const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1); --const _addedEvent = { -- type: 'added' --}; --const _removedEvent = { -- type: 'removed' --}; -+ -+const _v1$4 = /*@__PURE__*/ new Vector3(); -+const _q1 = /*@__PURE__*/ new Quaternion(); -+const _m1$1 = /*@__PURE__*/ new Matrix4(); -+const _target = /*@__PURE__*/ new Vector3(); -+ -+const _position$3 = /*@__PURE__*/ new Vector3(); -+const _scale$2 = /*@__PURE__*/ new Vector3(); -+const _quaternion$2 = /*@__PURE__*/ new Quaternion(); -+ -+const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 ); -+const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 ); -+const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 ); -+ -+const _addedEvent = { type: 'added' }; -+const _removedEvent = { type: 'removed' }; -+ - class Object3D extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isObject3D = true; -- Object.defineProperty(this, 'id', { -- value: _object3DId++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: _object3DId ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; - this.type = 'Object3D'; -+ - this.parent = null; - this.children = []; -- this.up = Object3D.DefaultUp.clone(); -+ -+ this.up = Object3D.DEFAULT_UP.clone(); -+ - const position = new Vector3(); - const rotation = new Euler(); - const quaternion = new Quaternion(); -- const scale = new Vector3(1, 1, 1); -+ const scale = new Vector3( 1, 1, 1 ); -+ - function onRotationChange() { -- quaternion.setFromEuler(rotation, false); -+ -+ quaternion.setFromEuler( rotation, false ); -+ - } -+ - function onQuaternionChange() { -- rotation.setFromQuaternion(quaternion, undefined, false); -+ -+ rotation.setFromQuaternion( quaternion, undefined, false ); -+ - } -- rotation._onChange(onRotationChange); -- quaternion._onChange(onQuaternionChange); -- Object.defineProperties(this, { -+ -+ rotation._onChange( onRotationChange ); -+ quaternion._onChange( onQuaternionChange ); -+ -+ Object.defineProperties( this, { - position: { - configurable: true, - enumerable: true, -@@ -5096,324 +7552,594 @@ class Object3D extends EventDispatcher { - normalMatrix: { - value: new Matrix3() - } -- }); -+ } ); -+ - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); -- this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; -+ -+ this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; - this.matrixWorldNeedsUpdate = false; -- this.matrixWorldAutoUpdate = Object3D.DefaultMatrixWorldAutoUpdate; // checked by the renderer -+ -+ this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer - - this.layers = new Layers(); - this.visible = true; -+ - this.castShadow = false; - this.receiveShadow = false; -+ - this.frustumCulled = true; - this.renderOrder = 0; -+ - this.animations = []; -+ - this.userData = {}; -+ - } -- onBeforeRender( /* renderer, scene, camera, geometry, material, group */) {} -- onAfterRender( /* renderer, scene, camera, geometry, material, group */) {} -- applyMatrix4(matrix) { -- if (this.matrixAutoUpdate) this.updateMatrix(); -- this.matrix.premultiply(matrix); -- this.matrix.decompose(this.position, this.quaternion, this.scale); -+ -+ onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} -+ -+ onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} -+ -+ applyMatrix4( matrix ) { -+ -+ if ( this.matrixAutoUpdate ) this.updateMatrix(); -+ -+ this.matrix.premultiply( matrix ); -+ -+ this.matrix.decompose( this.position, this.quaternion, this.scale ); -+ - } -- applyQuaternion(q) { -- this.quaternion.premultiply(q); -+ -+ applyQuaternion( q ) { -+ -+ this.quaternion.premultiply( q ); -+ - return this; -+ - } -- setRotationFromAxisAngle(axis, angle) { -+ -+ setRotationFromAxisAngle( axis, angle ) { -+ - // assumes axis is normalized - -- this.quaternion.setFromAxisAngle(axis, angle); -+ this.quaternion.setFromAxisAngle( axis, angle ); -+ - } -- setRotationFromEuler(euler) { -- this.quaternion.setFromEuler(euler, true); -+ -+ setRotationFromEuler( euler ) { -+ -+ this.quaternion.setFromEuler( euler, true ); -+ - } -- setRotationFromMatrix(m) { -+ -+ setRotationFromMatrix( m ) { -+ - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - -- this.quaternion.setFromRotationMatrix(m); -+ this.quaternion.setFromRotationMatrix( m ); -+ - } -- setRotationFromQuaternion(q) { -+ -+ setRotationFromQuaternion( q ) { -+ - // assumes q is normalized - -- this.quaternion.copy(q); -+ this.quaternion.copy( q ); -+ - } -- rotateOnAxis(axis, angle) { -+ -+ rotateOnAxis( axis, angle ) { -+ - // rotate object on axis in object space - // axis is assumed to be normalized - -- _q1.setFromAxisAngle(axis, angle); -- this.quaternion.multiply(_q1); -+ _q1.setFromAxisAngle( axis, angle ); -+ -+ this.quaternion.multiply( _q1 ); -+ - return this; -+ - } -- rotateOnWorldAxis(axis, angle) { -+ -+ rotateOnWorldAxis( axis, angle ) { -+ - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - -- _q1.setFromAxisAngle(axis, angle); -- this.quaternion.premultiply(_q1); -+ _q1.setFromAxisAngle( axis, angle ); -+ -+ this.quaternion.premultiply( _q1 ); -+ - return this; -+ - } -- rotateX(angle) { -- return this.rotateOnAxis(_xAxis, angle); -+ -+ rotateX( angle ) { -+ -+ return this.rotateOnAxis( _xAxis, angle ); -+ - } -- rotateY(angle) { -- return this.rotateOnAxis(_yAxis, angle); -+ -+ rotateY( angle ) { -+ -+ return this.rotateOnAxis( _yAxis, angle ); -+ - } -- rotateZ(angle) { -- return this.rotateOnAxis(_zAxis, angle); -+ -+ rotateZ( angle ) { -+ -+ return this.rotateOnAxis( _zAxis, angle ); -+ - } -- translateOnAxis(axis, distance) { -+ -+ translateOnAxis( axis, distance ) { -+ - // translate object by distance along axis in object space - // axis is assumed to be normalized - -- _v1$4.copy(axis).applyQuaternion(this.quaternion); -- this.position.add(_v1$4.multiplyScalar(distance)); -+ _v1$4.copy( axis ).applyQuaternion( this.quaternion ); -+ -+ this.position.add( _v1$4.multiplyScalar( distance ) ); -+ - return this; -+ - } -- translateX(distance) { -- return this.translateOnAxis(_xAxis, distance); -+ -+ translateX( distance ) { -+ -+ return this.translateOnAxis( _xAxis, distance ); -+ - } -- translateY(distance) { -- return this.translateOnAxis(_yAxis, distance); -+ -+ translateY( distance ) { -+ -+ return this.translateOnAxis( _yAxis, distance ); -+ - } -- translateZ(distance) { -- return this.translateOnAxis(_zAxis, distance); -+ -+ translateZ( distance ) { -+ -+ return this.translateOnAxis( _zAxis, distance ); -+ - } -- localToWorld(vector) { -- this.updateWorldMatrix(true, false); -- return vector.applyMatrix4(this.matrixWorld); -+ -+ localToWorld( vector ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ return vector.applyMatrix4( this.matrixWorld ); -+ - } -- worldToLocal(vector) { -- this.updateWorldMatrix(true, false); -- return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert()); -+ -+ worldToLocal( vector ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); -+ - } -- lookAt(x, y, z) { -+ -+ lookAt( x, y, z ) { -+ - // This method does not support objects having non-uniformly-scaled parent(s) - -- if (x.isVector3) { -- _target.copy(x); -+ if ( x.isVector3 ) { -+ -+ _target.copy( x ); -+ - } else { -- _target.set(x, y, z); -+ -+ _target.set( x, y, z ); -+ - } -+ - const parent = this.parent; -- this.updateWorldMatrix(true, false); -- _position$3.setFromMatrixPosition(this.matrixWorld); -- if (this.isCamera || this.isLight) { -- _m1$1.lookAt(_position$3, _target, this.up); -+ -+ this.updateWorldMatrix( true, false ); -+ -+ _position$3.setFromMatrixPosition( this.matrixWorld ); -+ -+ if ( this.isCamera || this.isLight ) { -+ -+ _m1$1.lookAt( _position$3, _target, this.up ); -+ - } else { -- _m1$1.lookAt(_target, _position$3, this.up); -+ -+ _m1$1.lookAt( _target, _position$3, this.up ); -+ - } -- this.quaternion.setFromRotationMatrix(_m1$1); -- if (parent) { -- _m1$1.extractRotation(parent.matrixWorld); -- _q1.setFromRotationMatrix(_m1$1); -- this.quaternion.premultiply(_q1.invert()); -+ -+ this.quaternion.setFromRotationMatrix( _m1$1 ); -+ -+ if ( parent ) { -+ -+ _m1$1.extractRotation( parent.matrixWorld ); -+ _q1.setFromRotationMatrix( _m1$1 ); -+ this.quaternion.premultiply( _q1.invert() ); -+ - } -+ - } -- add(object) { -- if (arguments.length > 1) { -- for (let i = 0; i < arguments.length; i++) { -- this.add(arguments[i]); -+ -+ add( object ) { -+ -+ if ( arguments.length > 1 ) { -+ -+ for ( let i = 0; i < arguments.length; i ++ ) { -+ -+ this.add( arguments[ i ] ); -+ - } -+ - return this; -+ - } -- if (object === this) { -- console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object); -+ -+ 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); -+ -+ if ( object && object.isObject3D ) { -+ -+ if ( object.parent !== null ) { -+ -+ object.parent.remove( object ); -+ - } -+ - object.parent = this; -- this.children.push(object); -- object.dispatchEvent(_addedEvent); -+ this.children.push( object ); -+ -+ object.dispatchEvent( _addedEvent ); -+ - } else { -- console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object); -+ -+ console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); -+ - } -+ - return this; -+ - } -- remove(object) { -- if (arguments.length > 1) { -- for (let i = 0; i < arguments.length; i++) { -- this.remove(arguments[i]); -+ -+ remove( object ) { -+ -+ if ( arguments.length > 1 ) { -+ -+ for ( let i = 0; i < arguments.length; i ++ ) { -+ -+ this.remove( arguments[ i ] ); -+ - } -+ - return this; -+ - } -- const index = this.children.indexOf(object); -- if (index !== -1) { -+ -+ const index = this.children.indexOf( object ); -+ -+ if ( index !== - 1 ) { -+ - object.parent = null; -- this.children.splice(index, 1); -- object.dispatchEvent(_removedEvent); -+ this.children.splice( index, 1 ); -+ -+ object.dispatchEvent( _removedEvent ); -+ - } -+ - return this; -+ - } -+ - removeFromParent() { -+ - const parent = this.parent; -- if (parent !== null) { -- parent.remove(this); -+ -+ if ( parent !== null ) { -+ -+ parent.remove( this ); -+ - } -+ - return this; -+ - } -+ - clear() { -- for (let i = 0; i < this.children.length; i++) { -- const object = this.children[i]; -+ -+ for ( let i = 0; i < this.children.length; i ++ ) { -+ -+ const object = this.children[ i ]; -+ - object.parent = null; -- object.dispatchEvent(_removedEvent); -+ -+ object.dispatchEvent( _removedEvent ); -+ - } -+ - this.children.length = 0; -+ - return this; -+ -+ - } -- attach(object) { -+ -+ attach( object ) { -+ - // adds object as a child of this, while maintaining the object's world transform - - // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s) - -- this.updateWorldMatrix(true, false); -- _m1$1.copy(this.matrixWorld).invert(); -- if (object.parent !== null) { -- object.parent.updateWorldMatrix(true, false); -- _m1$1.multiply(object.parent.matrixWorld); -+ this.updateWorldMatrix( true, false ); -+ -+ _m1$1.copy( this.matrixWorld ).invert(); -+ -+ if ( object.parent !== null ) { -+ -+ object.parent.updateWorldMatrix( true, false ); -+ -+ _m1$1.multiply( object.parent.matrixWorld ); -+ - } -- object.applyMatrix4(_m1$1); -- this.add(object); -- object.updateWorldMatrix(false, true); -+ -+ object.applyMatrix4( _m1$1 ); -+ -+ this.add( object ); -+ -+ object.updateWorldMatrix( false, true ); -+ - return this; -+ - } -- getObjectById(id) { -- return this.getObjectByProperty('id', id); -+ -+ getObjectById( id ) { -+ -+ return this.getObjectByProperty( 'id', id ); -+ - } -- getObjectByName(name) { -- return this.getObjectByProperty('name', name); -+ -+ getObjectByName( name ) { -+ -+ return this.getObjectByProperty( 'name', name ); -+ - } -- getObjectByProperty(name, value) { -- if (this[name] === value) return this; -- for (let i = 0, l = this.children.length; i < l; i++) { -- const child = this.children[i]; -- const object = child.getObjectByProperty(name, value); -- if (object !== undefined) { -- return object; -- } -+ -+ getObjectByProperty( name, value ) { -+ -+ if ( this[ name ] === value ) return this; -+ -+ for ( let i = 0, l = this.children.length; i < l; i ++ ) { -+ -+ const child = this.children[ i ]; -+ const object = child.getObjectByProperty( name, value ); -+ -+ if ( object !== undefined ) { -+ -+ return object; -+ -+ } -+ - } -+ - return undefined; -+ - } -- getObjectsByProperty(name, value) { -+ -+ getObjectsByProperty( name, value ) { -+ - let result = []; -- if (this[name] === value) result.push(this); -- for (let i = 0, l = this.children.length; i < l; i++) { -- const childResult = this.children[i].getObjectsByProperty(name, value); -- if (childResult.length > 0) { -- result = result.concat(childResult); -+ -+ if ( this[ name ] === value ) result.push( this ); -+ -+ for ( let i = 0, l = this.children.length; i < l; i ++ ) { -+ -+ const childResult = this.children[ i ].getObjectsByProperty( name, value ); -+ -+ if ( childResult.length > 0 ) { -+ -+ result = result.concat( childResult ); -+ - } -+ - } -+ - return result; -+ - } -- getWorldPosition(target) { -- this.updateWorldMatrix(true, false); -- return target.setFromMatrixPosition(this.matrixWorld); -+ -+ getWorldPosition( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ return target.setFromMatrixPosition( this.matrixWorld ); -+ - } -- getWorldQuaternion(target) { -- this.updateWorldMatrix(true, false); -- this.matrixWorld.decompose(_position$3, target, _scale$2); -+ -+ getWorldQuaternion( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ this.matrixWorld.decompose( _position$3, target, _scale$2 ); -+ - return target; -+ - } -- getWorldScale(target) { -- this.updateWorldMatrix(true, false); -- this.matrixWorld.decompose(_position$3, _quaternion$2, target); -+ -+ getWorldScale( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ this.matrixWorld.decompose( _position$3, _quaternion$2, target ); -+ - return target; -+ - } -- getWorldDirection(target) { -- this.updateWorldMatrix(true, false); -+ -+ getWorldDirection( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ - const e = this.matrixWorld.elements; -- return target.set(e[8], e[9], e[10]).normalize(); -+ -+ return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); -+ - } -- raycast( /* raycaster, intersects */) {} -- traverse(callback) { -- callback(this); -+ -+ raycast( /* raycaster, intersects */ ) {} -+ -+ traverse( callback ) { -+ -+ callback( this ); -+ - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- children[i].traverse(callback); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ children[ i ].traverse( callback ); -+ - } -+ - } -- traverseVisible(callback) { -- if (this.visible === false) return; -- callback(this); -+ -+ traverseVisible( callback ) { -+ -+ if ( this.visible === false ) return; -+ -+ callback( this ); -+ - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- children[i].traverseVisible(callback); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ children[ i ].traverseVisible( callback ); -+ - } -+ - } -- traverseAncestors(callback) { -+ -+ traverseAncestors( callback ) { -+ - const parent = this.parent; -- if (parent !== null) { -- callback(parent); -- parent.traverseAncestors(callback); -+ -+ if ( parent !== null ) { -+ -+ callback( parent ); -+ -+ parent.traverseAncestors( callback ); -+ - } -+ - } -+ - updateMatrix() { -- this.matrix.compose(this.position, this.quaternion, this.scale); -+ -+ this.matrix.compose( this.position, this.quaternion, this.scale ); -+ - this.matrixWorldNeedsUpdate = true; -+ - } -- updateMatrixWorld(force) { -- if (this.matrixAutoUpdate) this.updateMatrix(); -- if (this.matrixWorldNeedsUpdate || force) { -- if (this.parent === null) { -- this.matrixWorld.copy(this.matrix); -+ -+ updateMatrixWorld( force ) { -+ -+ if ( this.matrixAutoUpdate ) this.updateMatrix(); -+ -+ if ( this.matrixWorldNeedsUpdate || force ) { -+ -+ if ( this.parent === null ) { -+ -+ this.matrixWorld.copy( this.matrix ); -+ - } else { -- this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix); -+ -+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); -+ - } -+ - this.matrixWorldNeedsUpdate = false; -+ - force = true; -+ - } - - // update children - - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- const child = children[i]; -- if (child.matrixWorldAutoUpdate === true || force === true) { -- child.updateMatrixWorld(force); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ const child = children[ i ]; -+ -+ if ( child.matrixWorldAutoUpdate === true || force === true ) { -+ -+ child.updateMatrixWorld( force ); -+ - } -+ - } -+ - } -- updateWorldMatrix(updateParents, updateChildren) { -+ -+ updateWorldMatrix( updateParents, updateChildren ) { -+ - const parent = this.parent; -- if (updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true) { -- parent.updateWorldMatrix(true, false); -+ -+ if ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) { -+ -+ parent.updateWorldMatrix( true, false ); -+ - } -- if (this.matrixAutoUpdate) this.updateMatrix(); -- if (this.parent === null) { -- this.matrixWorld.copy(this.matrix); -+ -+ if ( this.matrixAutoUpdate ) this.updateMatrix(); -+ -+ if ( this.parent === null ) { -+ -+ this.matrixWorld.copy( this.matrix ); -+ - } else { -- this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix); -+ -+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); -+ - } - - // update children - -- if (updateChildren === true) { -+ if ( updateChildren === true ) { -+ - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- const child = children[i]; -- if (child.matrixWorldAutoUpdate === true) { -- child.updateWorldMatrix(false, true); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ const child = children[ i ]; -+ -+ if ( child.matrixWorldAutoUpdate === true ) { -+ -+ child.updateWorldMatrix( false, true ); -+ - } -+ - } -+ - } -+ - } -- toJSON(meta) { -+ -+ toJSON( meta ) { -+ - // meta is a string when called from JSON.stringify -- const isRootObject = meta === undefined || typeof meta === 'string'; -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ - const output = {}; - - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. -- if (isRootObject) { -+ if ( isRootObject ) { -+ - // initialize meta obj - meta = { - geometries: {}, -@@ -5425,311 +8151,492 @@ class Object3D extends EventDispatcher { - animations: {}, - nodes: {} - }; -+ - output.metadata = { - version: 4.5, - type: 'Object', - generator: 'Object3D.toJSON' - }; -+ - } - - // standard Object3D serialization - - const object = {}; -+ - object.uuid = this.uuid; - object.type = this.type; -- if (this.name !== '') object.name = this.name; -- if (this.castShadow === true) object.castShadow = true; -- if (this.receiveShadow === true) object.receiveShadow = true; -- if (this.visible === false) object.visible = false; -- if (this.frustumCulled === false) object.frustumCulled = false; -- if (this.renderOrder !== 0) object.renderOrder = this.renderOrder; -- if (Object.keys(this.userData).length > 0) object.userData = this.userData; -+ -+ 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 ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData; -+ - object.layers = this.layers.mask; - object.matrix = this.matrix.toArray(); -- if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; -+ -+ if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; - - // object specific properties - -- if (this.isInstancedMesh) { -+ if ( this.isInstancedMesh ) { -+ - object.type = 'InstancedMesh'; - object.count = this.count; - object.instanceMatrix = this.instanceMatrix.toJSON(); -- if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON(); -+ if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); -+ - } - - // - -- function serialize(library, element) { -- if (library[element.uuid] === undefined) { -- library[element.uuid] = element.toJSON(meta); -+ function serialize( library, element ) { -+ -+ if ( library[ element.uuid ] === undefined ) { -+ -+ library[ element.uuid ] = element.toJSON( meta ); -+ - } -+ - return element.uuid; -+ - } -- if (this.isScene) { -- if (this.background) { -- if (this.background.isColor) { -+ -+ if ( this.isScene ) { -+ -+ if ( this.background ) { -+ -+ if ( this.background.isColor ) { -+ - object.background = this.background.toJSON(); -- } else if (this.background.isTexture) { -- object.background = this.background.toJSON(meta).uuid; -+ -+ } else if ( this.background.isTexture ) { -+ -+ object.background = this.background.toJSON( meta ).uuid; -+ - } -+ - } -- if (this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true) { -- object.environment = this.environment.toJSON(meta).uuid; -+ -+ if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) { -+ -+ object.environment = this.environment.toJSON( meta ).uuid; -+ - } -- } else if (this.isMesh || this.isLine || this.isPoints) { -- object.geometry = serialize(meta.geometries, this.geometry); -+ -+ } else if ( this.isMesh || this.isLine || this.isPoints ) { -+ -+ object.geometry = serialize( meta.geometries, this.geometry ); -+ - const parameters = this.geometry.parameters; -- if (parameters !== undefined && parameters.shapes !== undefined) { -+ -+ if ( parameters !== undefined && parameters.shapes !== undefined ) { -+ - const shapes = parameters.shapes; -- if (Array.isArray(shapes)) { -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- serialize(meta.shapes, shape); -+ -+ if ( Array.isArray( shapes ) ) { -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ -+ serialize( meta.shapes, shape ); -+ - } -+ - } else { -- serialize(meta.shapes, shapes); -+ -+ serialize( meta.shapes, shapes ); -+ - } -+ - } -+ - } -- if (this.isSkinnedMesh) { -+ -+ if ( this.isSkinnedMesh ) { -+ - object.bindMode = this.bindMode; - object.bindMatrix = this.bindMatrix.toArray(); -- if (this.skeleton !== undefined) { -- serialize(meta.skeletons, this.skeleton); -+ -+ if ( this.skeleton !== undefined ) { -+ -+ serialize( meta.skeletons, this.skeleton ); -+ - object.skeleton = this.skeleton.uuid; -+ - } -+ - } -- if (this.material !== undefined) { -- if (Array.isArray(this.material)) { -+ -+ if ( this.material !== undefined ) { -+ -+ if ( Array.isArray( this.material ) ) { -+ - const uuids = []; -- for (let i = 0, l = this.material.length; i < l; i++) { -- uuids.push(serialize(meta.materials, this.material[i])); -+ -+ for ( let i = 0, l = this.material.length; i < l; i ++ ) { -+ -+ uuids.push( serialize( meta.materials, this.material[ i ] ) ); -+ - } -+ - object.material = uuids; -+ - } else { -- object.material = serialize(meta.materials, this.material); -+ -+ object.material = serialize( meta.materials, this.material ); -+ - } -+ - } - - // - -- if (this.children.length > 0) { -+ if ( this.children.length > 0 ) { -+ - object.children = []; -- for (let i = 0; i < this.children.length; i++) { -- object.children.push(this.children[i].toJSON(meta).object); -+ -+ for ( let i = 0; i < this.children.length; i ++ ) { -+ -+ object.children.push( this.children[ i ].toJSON( meta ).object ); -+ - } -+ - } - - // - -- if (this.animations.length > 0) { -+ if ( this.animations.length > 0 ) { -+ - object.animations = []; -- for (let i = 0; i < this.animations.length; i++) { -- const animation = this.animations[i]; -- object.animations.push(serialize(meta.animations, animation)); -- } -- } -- if (isRootObject) { -- const geometries = extractFromCache(meta.geometries); -- const materials = extractFromCache(meta.materials); -- const textures = extractFromCache(meta.textures); -- const images = extractFromCache(meta.images); -- const shapes = extractFromCache(meta.shapes); -- const skeletons = extractFromCache(meta.skeletons); -- const animations = extractFromCache(meta.animations); -- const nodes = extractFromCache(meta.nodes); -- if (geometries.length > 0) output.geometries = geometries; -- if (materials.length > 0) output.materials = materials; -- if (textures.length > 0) output.textures = textures; -- if (images.length > 0) output.images = images; -- if (shapes.length > 0) output.shapes = shapes; -- if (skeletons.length > 0) output.skeletons = skeletons; -- if (animations.length > 0) output.animations = animations; -- if (nodes.length > 0) output.nodes = nodes; -+ -+ for ( let i = 0; i < this.animations.length; i ++ ) { -+ -+ const animation = this.animations[ i ]; -+ -+ object.animations.push( serialize( meta.animations, animation ) ); -+ -+ } -+ -+ } -+ -+ if ( isRootObject ) { -+ -+ const geometries = extractFromCache( meta.geometries ); -+ const materials = extractFromCache( meta.materials ); -+ const textures = extractFromCache( meta.textures ); -+ const images = extractFromCache( meta.images ); -+ const shapes = extractFromCache( meta.shapes ); -+ const skeletons = extractFromCache( meta.skeletons ); -+ const animations = extractFromCache( meta.animations ); -+ const nodes = extractFromCache( meta.nodes ); -+ -+ if ( geometries.length > 0 ) output.geometries = geometries; -+ if ( materials.length > 0 ) output.materials = materials; -+ if ( textures.length > 0 ) output.textures = textures; -+ if ( images.length > 0 ) output.images = images; -+ if ( shapes.length > 0 ) output.shapes = shapes; -+ if ( skeletons.length > 0 ) output.skeletons = skeletons; -+ if ( animations.length > 0 ) output.animations = animations; -+ if ( nodes.length > 0 ) output.nodes = nodes; -+ - } -+ - output.object = object; -+ - return output; - - // extract data from the cache hash - // remove metadata on each item - // and return as array -- function extractFromCache(cache) { -+ function extractFromCache( cache ) { -+ - const values = []; -- for (const key in cache) { -- const data = cache[key]; -+ for ( const key in cache ) { -+ -+ const data = cache[ key ]; - delete data.metadata; -- values.push(data); -+ values.push( data ); -+ - } -+ - return values; -+ - } -+ - } -- clone(recursive) { -- return new this.constructor().copy(this, recursive); -+ -+ clone( recursive ) { -+ -+ return new this.constructor().copy( this, recursive ); -+ - } -- copy(source, recursive = true) { -+ -+ copy( source, recursive = true ) { -+ - this.name = source.name; -- this.up.copy(source.up); -- this.position.copy(source.position); -+ -+ this.up.copy( source.up ); -+ -+ this.position.copy( source.position ); - this.rotation.order = source.rotation.order; -- this.quaternion.copy(source.quaternion); -- this.scale.copy(source.scale); -- this.matrix.copy(source.matrix); -- this.matrixWorld.copy(source.matrixWorld); -+ this.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.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; -+ - this.layers.mask = source.layers.mask; - this.visible = source.visible; -+ - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; -+ - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; -- this.userData = JSON.parse(JSON.stringify(source.userData)); -- if (recursive === true) { -- for (let i = 0; i < source.children.length; i++) { -- const child = source.children[i]; -- this.add(child.clone()); -+ -+ this.userData = JSON.parse( JSON.stringify( source.userData ) ); -+ -+ if ( recursive === true ) { -+ -+ for ( let i = 0; i < source.children.length; i ++ ) { -+ -+ const child = source.children[ i ]; -+ this.add( child.clone() ); -+ - } -+ - } -+ - return this; -+ - } -+ - } --Object3D.DefaultUp = /*@__PURE__*/new Vector3(0, 1, 0); --Object3D.DefaultMatrixAutoUpdate = true; --Object3D.DefaultMatrixWorldAutoUpdate = true; - --const _v0$1 = /*@__PURE__*/new Vector3(); --const _v1$3 = /*@__PURE__*/new Vector3(); --const _v2$2 = /*@__PURE__*/new Vector3(); --const _v3$1 = /*@__PURE__*/new Vector3(); --const _vab = /*@__PURE__*/new Vector3(); --const _vac = /*@__PURE__*/new Vector3(); --const _vbc = /*@__PURE__*/new Vector3(); --const _vap = /*@__PURE__*/new Vector3(); --const _vbp = /*@__PURE__*/new Vector3(); --const _vcp = /*@__PURE__*/new Vector3(); -+Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); -+Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; -+Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; -+ -+const _v0$1 = /*@__PURE__*/ new Vector3(); -+const _v1$3 = /*@__PURE__*/ new Vector3(); -+const _v2$2 = /*@__PURE__*/ new Vector3(); -+const _v3$1 = /*@__PURE__*/ new Vector3(); -+ -+const _vab = /*@__PURE__*/ new Vector3(); -+const _vac = /*@__PURE__*/ new Vector3(); -+const _vbc = /*@__PURE__*/ new Vector3(); -+const _vap = /*@__PURE__*/ new Vector3(); -+const _vbp = /*@__PURE__*/ new Vector3(); -+const _vcp = /*@__PURE__*/ new Vector3(); -+ - class Triangle { -- constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) { -+ -+ constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { -+ - this.a = a; - this.b = b; - this.c = c; -+ - } -- static getNormal(a, b, c, target) { -- target.subVectors(c, b); -- _v0$1.subVectors(a, b); -- target.cross(_v0$1); -+ -+ static getNormal( a, b, c, target ) { -+ -+ target.subVectors( c, b ); -+ _v0$1.subVectors( a, b ); -+ target.cross( _v0$1 ); -+ - const targetLengthSq = target.lengthSq(); -- if (targetLengthSq > 0) { -- return target.multiplyScalar(1 / Math.sqrt(targetLengthSq)); -+ if ( targetLengthSq > 0 ) { -+ -+ return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); -+ - } -- return target.set(0, 0, 0); -+ -+ return target.set( 0, 0, 0 ); -+ - } - - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html -- static getBarycoord(point, a, b, c, target) { -- _v0$1.subVectors(c, a); -- _v1$3.subVectors(b, a); -- _v2$2.subVectors(point, a); -- const dot00 = _v0$1.dot(_v0$1); -- const dot01 = _v0$1.dot(_v1$3); -- const dot02 = _v0$1.dot(_v2$2); -- const dot11 = _v1$3.dot(_v1$3); -- const dot12 = _v1$3.dot(_v2$2); -- const denom = dot00 * dot11 - dot01 * dot01; -+ static getBarycoord( point, a, b, c, target ) { -+ -+ _v0$1.subVectors( c, a ); -+ _v1$3.subVectors( b, a ); -+ _v2$2.subVectors( point, a ); -+ -+ const dot00 = _v0$1.dot( _v0$1 ); -+ const dot01 = _v0$1.dot( _v1$3 ); -+ const dot02 = _v0$1.dot( _v2$2 ); -+ const dot11 = _v1$3.dot( _v1$3 ); -+ const dot12 = _v1$3.dot( _v2$2 ); -+ -+ const denom = ( dot00 * dot11 - dot01 * dot01 ); - - // collinear or singular triangle -- if (denom === 0) { -+ 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); -+ return target.set( - 2, - 1, - 1 ); -+ - } -+ - const invDenom = 1 / denom; -- const u = (dot11 * dot02 - dot01 * dot12) * invDenom; -- const v = (dot00 * dot12 - dot01 * dot02) * invDenom; -+ const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; -+ const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - - // barycentric coordinates must always sum to 1 -- return target.set(1 - u - v, v, u); -- } -- static containsPoint(point, a, b, c) { -- this.getBarycoord(point, a, b, c, _v3$1); -- return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1; -- } -- static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) { -- this.getBarycoord(point, p1, p2, p3, _v3$1); -- target.set(0, 0); -- target.addScaledVector(uv1, _v3$1.x); -- target.addScaledVector(uv2, _v3$1.y); -- target.addScaledVector(uv3, _v3$1.z); -+ return target.set( 1 - u - v, v, u ); -+ -+ } -+ -+ static containsPoint( point, a, b, c ) { -+ -+ this.getBarycoord( point, a, b, c, _v3$1 ); -+ -+ return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 ); -+ -+ } -+ -+ static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { -+ -+ this.getBarycoord( point, p1, p2, p3, _v3$1 ); -+ -+ target.set( 0, 0 ); -+ target.addScaledVector( uv1, _v3$1.x ); -+ target.addScaledVector( uv2, _v3$1.y ); -+ target.addScaledVector( uv3, _v3$1.z ); -+ - return target; -+ - } -- static isFrontFacing(a, b, c, direction) { -- _v0$1.subVectors(c, b); -- _v1$3.subVectors(a, b); -+ -+ static isFrontFacing( a, b, c, direction ) { -+ -+ _v0$1.subVectors( c, b ); -+ _v1$3.subVectors( a, b ); - - // strictly front facing -- return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false; -+ return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; -+ - } -- set(a, b, c) { -- this.a.copy(a); -- this.b.copy(b); -- this.c.copy(c); -+ -+ set( a, b, c ) { -+ -+ this.a.copy( a ); -+ this.b.copy( b ); -+ this.c.copy( c ); -+ - return this; -+ - } -- setFromPointsAndIndices(points, i0, i1, i2) { -- this.a.copy(points[i0]); -- this.b.copy(points[i1]); -- this.c.copy(points[i2]); -+ -+ setFromPointsAndIndices( points, i0, i1, i2 ) { -+ -+ this.a.copy( points[ i0 ] ); -+ this.b.copy( points[ i1 ] ); -+ this.c.copy( points[ i2 ] ); -+ - return this; -+ - } -- setFromAttributeAndIndices(attribute, i0, i1, i2) { -- this.a.fromBufferAttribute(attribute, i0); -- this.b.fromBufferAttribute(attribute, i1); -- this.c.fromBufferAttribute(attribute, i2); -+ -+ setFromAttributeAndIndices( attribute, i0, i1, i2 ) { -+ -+ this.a.fromBufferAttribute( attribute, i0 ); -+ this.b.fromBufferAttribute( attribute, i1 ); -+ this.c.fromBufferAttribute( attribute, i2 ); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(triangle) { -- this.a.copy(triangle.a); -- this.b.copy(triangle.b); -- this.c.copy(triangle.c); -+ -+ copy( triangle ) { -+ -+ this.a.copy( triangle.a ); -+ this.b.copy( triangle.b ); -+ this.c.copy( triangle.c ); -+ - return this; -+ - } -+ - getArea() { -- _v0$1.subVectors(this.c, this.b); -- _v1$3.subVectors(this.a, this.b); -- return _v0$1.cross(_v1$3).length() * 0.5; -+ -+ _v0$1.subVectors( this.c, this.b ); -+ _v1$3.subVectors( this.a, this.b ); -+ -+ return _v0$1.cross( _v1$3 ).length() * 0.5; -+ - } -- getMidpoint(target) { -- return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3); -+ -+ getMidpoint( target ) { -+ -+ return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); -+ - } -- getNormal(target) { -- return Triangle.getNormal(this.a, this.b, this.c, target); -+ -+ getNormal( target ) { -+ -+ return Triangle.getNormal( this.a, this.b, this.c, target ); -+ - } -- getPlane(target) { -- return target.setFromCoplanarPoints(this.a, this.b, this.c); -+ -+ getPlane( target ) { -+ -+ return target.setFromCoplanarPoints( this.a, this.b, this.c ); -+ - } -- getBarycoord(point, target) { -- return Triangle.getBarycoord(point, this.a, this.b, this.c, target); -+ -+ getBarycoord( point, target ) { -+ -+ return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); -+ - } -- getUV(point, uv1, uv2, uv3, target) { -- return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target); -+ -+ getUV( point, uv1, uv2, uv3, target ) { -+ -+ return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); -+ - } -- containsPoint(point) { -- return Triangle.containsPoint(point, this.a, this.b, this.c); -+ -+ containsPoint( point ) { -+ -+ return Triangle.containsPoint( point, this.a, this.b, this.c ); -+ - } -- isFrontFacing(direction) { -- return Triangle.isFrontFacing(this.a, this.b, this.c, direction); -+ -+ isFrontFacing( direction ) { -+ -+ return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); -+ - } -- intersectsBox(box) { -- return box.intersectsTriangle(this); -+ -+ intersectsBox( box ) { -+ -+ return box.intersectsTriangle( this ); -+ - } -- closestPointToPoint(p, target) { -- const a = this.a, -- b = this.b, -- c = this.c; -+ -+ closestPointToPoint( p, target ) { -+ -+ const a = this.a, b = this.b, c = this.c; - let v, w; - - // algorithm thanks to Real-Time Collision Detection by Christer Ericson, -@@ -5738,86 +8645,119 @@ class Triangle { - // basically, we're distinguishing which of the voronoi regions of the triangle - // the point lies in with the minimum amount of redundant computation. - -- _vab.subVectors(b, a); -- _vac.subVectors(c, a); -- _vap.subVectors(p, a); -- const d1 = _vab.dot(_vap); -- const d2 = _vac.dot(_vap); -- if (d1 <= 0 && d2 <= 0) { -+ _vab.subVectors( b, a ); -+ _vac.subVectors( c, a ); -+ _vap.subVectors( p, a ); -+ const d1 = _vab.dot( _vap ); -+ const d2 = _vac.dot( _vap ); -+ if ( d1 <= 0 && d2 <= 0 ) { -+ - // vertex region of A; barycentric coords (1, 0, 0) -- return target.copy(a); -+ return target.copy( a ); -+ - } -- _vbp.subVectors(p, b); -- const d3 = _vab.dot(_vbp); -- const d4 = _vac.dot(_vbp); -- if (d3 >= 0 && d4 <= d3) { -+ -+ _vbp.subVectors( p, b ); -+ const d3 = _vab.dot( _vbp ); -+ const d4 = _vac.dot( _vbp ); -+ if ( d3 >= 0 && d4 <= d3 ) { -+ - // vertex region of B; barycentric coords (0, 1, 0) -- return target.copy(b); -+ return target.copy( b ); -+ - } -+ - const vc = d1 * d4 - d3 * d2; -- if (vc <= 0 && d1 >= 0 && d3 <= 0) { -- v = d1 / (d1 - d3); -+ 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); -+ return target.copy( a ).addScaledVector( _vab, v ); -+ - } -- _vcp.subVectors(p, c); -- const d5 = _vab.dot(_vcp); -- const d6 = _vac.dot(_vcp); -- if (d6 >= 0 && d5 <= d6) { -+ -+ _vcp.subVectors( p, c ); -+ const d5 = _vab.dot( _vcp ); -+ const d6 = _vac.dot( _vcp ); -+ if ( d6 >= 0 && d5 <= d6 ) { -+ - // vertex region of C; barycentric coords (0, 0, 1) -- return target.copy(c); -+ return target.copy( c ); -+ - } -+ - const vb = d5 * d2 - d1 * d6; -- if (vb <= 0 && d2 >= 0 && d6 <= 0) { -- w = d2 / (d2 - 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); -+ return target.copy( a ).addScaledVector( _vac, w ); -+ - } -+ - const va = d3 * d6 - d5 * d4; -- if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) { -- _vbc.subVectors(c, b); -- w = (d4 - d3) / (d4 - d3 + (d5 - d6)); -+ 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 -+ return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC -+ - } - - // face region -- const denom = 1 / (va + vb + vc); -+ const denom = 1 / ( va + vb + vc ); - // u = va * denom - v = vb * denom; - w = vc * denom; -- return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w); -+ -+ return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); -+ - } -- equals(triangle) { -- return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c); -+ -+ equals( triangle ) { -+ -+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); -+ - } -+ - } - - let materialId = 0; -+ - class Material extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isMaterial = true; -- Object.defineProperty(this, 'id', { -- value: materialId++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: materialId ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; - this.type = 'Material'; -+ - this.blending = NormalBlending; - this.side = FrontSide; - this.vertexColors = false; -+ - this.opacity = 1; - this.transparent = false; -+ - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; -+ - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; -+ - this.stencilWriteMask = 0xff; - this.stencilFunc = AlwaysStencilFunc; - this.stencilRef = 0; -@@ -5826,70 +8766,123 @@ class Material extends EventDispatcher { - 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.alphaToCoverage = false; - this.premultipliedAlpha = false; -+ - this.visible = true; -+ - this.toneMapped = true; -+ - this.userData = {}; -+ - this.version = 0; -+ - this._alphaTest = 0; -+ - } -+ - get alphaTest() { -+ - return this._alphaTest; -+ - } -- set alphaTest(value) { -- if (this._alphaTest > 0 !== value > 0) { -- this.version++; -+ -+ set alphaTest( value ) { -+ -+ if ( this._alphaTest > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._alphaTest = value; -+ - } -- onBuild( /* shaderobject, renderer */) {} -- onBeforeRender( /* renderer, scene, camera, geometry, object, group */) {} -- onBeforeCompile( /* shaderobject, renderer */) {} -+ -+ onBuild( /* shaderobject, renderer */ ) {} -+ -+ onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} -+ -+ onBeforeCompile( /* shaderobject, renderer */ ) {} -+ - customProgramCacheKey() { -+ - return this.onBeforeCompile.toString(); -+ - } -- setValues(values) { -- if (values === undefined) return; -- for (const key in values) { -- const newValue = values[key]; -- if (newValue === undefined) { -- console.warn('THREE.Material: \'' + key + '\' parameter is undefined.'); -+ -+ setValues( values ) { -+ -+ if ( values === undefined ) return; -+ -+ for ( const key in values ) { -+ -+ const newValue = values[ key ]; -+ -+ if ( newValue === undefined ) { -+ -+ console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' ); - continue; -+ - } -- const currentValue = this[key]; -- if (currentValue === undefined) { -- console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.'); -+ -+ const currentValue = this[ key ]; -+ -+ if ( currentValue === undefined ) { -+ -+ console.warn( 'THREE.' + this.type + ': \'' + key + '\' is not a property of this material.' ); - continue; -+ - } -- if (currentValue && currentValue.isColor) { -- currentValue.set(newValue); -- } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) { -- currentValue.copy(newValue); -+ -+ if ( currentValue && currentValue.isColor ) { -+ -+ currentValue.set( newValue ); -+ -+ } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { -+ -+ currentValue.copy( newValue ); -+ - } else { -- this[key] = newValue; -+ -+ this[ key ] = newValue; -+ - } -+ - } -+ - } -- toJSON(meta) { -- const isRootObject = meta === undefined || typeof meta === 'string'; -- if (isRootObject) { -+ -+ toJSON( meta ) { -+ -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ -+ if ( isRootObject ) { -+ - meta = { - textures: {}, - images: {} - }; -+ - } -+ - const data = { - metadata: { - version: 4.5, -@@ -5901,99 +8894,152 @@ class Material extends EventDispatcher { - // 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 !== undefined) data.sheen = this.sheen; -- if (this.sheenColor && this.sheenColor.isColor) data.sheenColor = this.sheenColor.getHex(); -- if (this.sheenRoughness !== undefined) data.sheenRoughness = this.sheenRoughness; -- 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.specularIntensity !== undefined) data.specularIntensity = this.specularIntensity; -- if (this.specularColor && this.specularColor.isColor) data.specularColor = this.specularColor.getHex(); -- if (this.shininess !== undefined) data.shininess = this.shininess; -- if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat; -- if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness; -- if (this.clearcoatMap && this.clearcoatMap.isTexture) { -- data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid; -- } -- if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) { -- data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid; -- } -- if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) { -- data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid; -+ -+ 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 !== undefined ) data.sheen = this.sheen; -+ if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); -+ if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; -+ 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.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; -+ if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); -+ if ( this.shininess !== undefined ) data.shininess = this.shininess; -+ if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; -+ if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; -+ -+ if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { -+ -+ data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; -+ -+ } -+ -+ if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { -+ -+ data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; -+ -+ } -+ -+ if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { -+ -+ data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; - data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); -+ - } -- if (this.iridescence !== undefined) data.iridescence = this.iridescence; -- if (this.iridescenceIOR !== undefined) data.iridescenceIOR = this.iridescenceIOR; -- if (this.iridescenceThicknessRange !== undefined) data.iridescenceThicknessRange = this.iridescenceThicknessRange; -- if (this.iridescenceMap && this.iridescenceMap.isTexture) { -- data.iridescenceMap = this.iridescenceMap.toJSON(meta).uuid; -+ -+ if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; -+ if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; -+ if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; -+ -+ if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { -+ -+ data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; -+ - } -- if (this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture) { -- data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON(meta).uuid; -+ -+ if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { -+ -+ data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; -+ - } -- 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.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; -+ if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; -+ if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; -+ -+ if ( this.lightMap && this.lightMap.isTexture ) { -+ -+ data.lightMap = this.lightMap.toJSON( meta ).uuid; - data.lightMapIntensity = this.lightMapIntensity; -+ - } -- if (this.aoMap && this.aoMap.isTexture) { -- data.aoMap = this.aoMap.toJSON(meta).uuid; -+ -+ 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; -+ -+ 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; -+ -+ 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; -+ -+ 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.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; -+ if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; -+ -+ if ( this.envMap && this.envMap.isTexture ) { -+ -+ data.envMap = this.envMap.toJSON( meta ).uuid; -+ -+ if ( this.combine !== undefined ) data.combine = this.combine; -+ - } -- if (this.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.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid; -- if (this.specularColorMap && this.specularColorMap.isTexture) data.specularColorMap = this.specularColorMap.toJSON(meta).uuid; -- if (this.envMap && this.envMap.isTexture) { -- data.envMap = this.envMap.toJSON(meta).uuid; -- if (this.combine !== undefined) data.combine = this.combine; -- } -- if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity; -- if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity; -- if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio; -- if (this.gradientMap && this.gradientMap.isTexture) { -- data.gradientMap = this.gradientMap.toJSON(meta).uuid; -- } -- if (this.transmission !== undefined) data.transmission = this.transmission; -- if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid; -- if (this.thickness !== undefined) data.thickness = this.thickness; -- if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid; -- if (this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity) data.attenuationDistance = this.attenuationDistance; -- if (this.attenuationColor !== undefined) data.attenuationColor = this.attenuationColor.getHex(); -- if (this.size !== undefined) data.size = this.size; -- if (this.shadowSide !== null) data.shadowSide = this.shadowSide; -- if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation; -- if (this.blending !== NormalBlending) data.blending = this.blending; -- if (this.side !== FrontSide) data.side = this.side; -- if (this.vertexColors) data.vertexColors = true; -- if (this.opacity < 1) data.opacity = this.opacity; -- if (this.transparent === true) data.transparent = this.transparent; -+ -+ if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; -+ if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; -+ if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; -+ -+ if ( this.gradientMap && this.gradientMap.isTexture ) { -+ -+ data.gradientMap = this.gradientMap.toJSON( meta ).uuid; -+ -+ } -+ -+ if ( this.transmission !== undefined ) data.transmission = this.transmission; -+ if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; -+ if ( this.thickness !== undefined ) data.thickness = this.thickness; -+ if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; -+ if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance; -+ if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); -+ -+ if ( this.size !== undefined ) data.size = this.size; -+ if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; -+ if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; -+ -+ if ( this.blending !== NormalBlending ) data.blending = this.blending; -+ if ( this.side !== FrontSide ) data.side = this.side; -+ if ( this.vertexColors ) data.vertexColors = true; -+ -+ if ( this.opacity < 1 ) data.opacity = this.opacity; -+ if ( this.transparent === true ) data.transparent = this.transparent; -+ - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; - data.colorWrite = this.colorWrite; -+ - data.stencilWrite = this.stencilWrite; - data.stencilWriteMask = this.stencilWriteMask; - data.stencilFunc = this.stencilFunc; -@@ -6004,66 +9050,98 @@ class Material extends EventDispatcher { - data.stencilZPass = this.stencilZPass; - - // rotation (SpriteMaterial) -- if (this.rotation !== undefined && 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 !== undefined && this.linewidth !== 1) data.linewidth = this.linewidth; -- if (this.dashSize !== undefined) data.dashSize = this.dashSize; -- if (this.gapSize !== undefined) data.gapSize = this.gapSize; -- if (this.scale !== undefined) data.scale = this.scale; -- if (this.dithering === true) data.dithering = true; -- if (this.alphaTest > 0) data.alphaTest = this.alphaTest; -- if (this.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage; -- if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha; -- if (this.wireframe === true) data.wireframe = this.wireframe; -- if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth; -- if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap; -- if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin; -- if (this.flatShading === true) data.flatShading = this.flatShading; -- if (this.visible === false) data.visible = false; -- if (this.toneMapped === false) data.toneMapped = false; -- if (this.fog === false) data.fog = false; -- if (Object.keys(this.userData).length > 0) data.userData = this.userData; -+ if ( this.rotation !== undefined && 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 !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth; -+ if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; -+ if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; -+ if ( this.scale !== undefined ) data.scale = this.scale; -+ -+ if ( this.dithering === true ) data.dithering = true; -+ -+ if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; -+ if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage; -+ if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; -+ -+ if ( this.wireframe === true ) data.wireframe = this.wireframe; -+ if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; -+ if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; -+ if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; -+ -+ if ( this.flatShading === true ) data.flatShading = this.flatShading; -+ -+ if ( this.visible === false ) data.visible = false; -+ -+ if ( this.toneMapped === false ) data.toneMapped = false; -+ -+ if ( this.fog === false ) data.fog = false; -+ -+ if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - - // TODO: Copied from Object3D.toJSON - -- function extractFromCache(cache) { -+ function extractFromCache( cache ) { -+ - const values = []; -- for (const key in cache) { -- const data = cache[key]; -+ -+ for ( const key in cache ) { -+ -+ const data = cache[ key ]; - delete data.metadata; -- values.push(data); -+ values.push( data ); -+ - } -+ - return values; -+ - } -- if (isRootObject) { -- const textures = extractFromCache(meta.textures); -- const images = extractFromCache(meta.images); -- if (textures.length > 0) data.textures = textures; -- if (images.length > 0) data.images = images; -+ -+ if ( isRootObject ) { -+ -+ const textures = extractFromCache( meta.textures ); -+ const images = extractFromCache( meta.images ); -+ -+ if ( textures.length > 0 ) data.textures = textures; -+ if ( images.length > 0 ) data.images = images; -+ - } -+ - return data; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; -+ - this.blending = source.blending; - this.side = source.side; - this.vertexColors = source.vertexColors; -+ - this.opacity = source.opacity; - this.transparent = source.transparent; -+ - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; -+ - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; -+ - this.stencilWriteMask = source.stencilWriteMask; - this.stencilFunc = source.stencilFunc; - this.stencilRef = source.stencilRef; -@@ -6072,866 +9150,1461 @@ class Material extends EventDispatcher { - this.stencilZFail = source.stencilZFail; - this.stencilZPass = source.stencilZPass; - this.stencilWrite = source.stencilWrite; -+ - const srcPlanes = source.clippingPlanes; - let dstPlanes = null; -- if (srcPlanes !== null) { -+ -+ if ( srcPlanes !== null ) { -+ - const n = srcPlanes.length; -- dstPlanes = new Array(n); -- for (let i = 0; i !== n; ++i) { -- dstPlanes[i] = srcPlanes[i].clone(); -+ dstPlanes = new Array( n ); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ dstPlanes[ i ] = srcPlanes[ i ].clone(); -+ - } -+ - } -+ - this.clippingPlanes = dstPlanes; - this.clipIntersection = source.clipIntersection; - this.clipShadows = source.clipShadows; -+ - this.shadowSide = source.shadowSide; -+ - this.colorWrite = source.colorWrite; -+ - this.precision = source.precision; -+ - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; -+ - this.dithering = source.dithering; -+ - this.alphaTest = source.alphaTest; - this.alphaToCoverage = source.alphaToCoverage; - this.premultipliedAlpha = source.premultipliedAlpha; -+ - this.visible = source.visible; -+ - this.toneMapped = source.toneMapped; -- this.userData = JSON.parse(JSON.stringify(source.userData)); -+ -+ this.userData = JSON.parse( JSON.stringify( source.userData ) ); -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - } -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -+ - } - - class MeshBasicMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshBasicMaterial = true; -+ - this.type = 'MeshBasicMaterial'; -- this.color = new Color(0xffffff); // emissive -+ -+ 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.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -+ - this.specularMap = source.specularMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - --const _vector$9 = /*@__PURE__*/new Vector3(); --const _vector2$1 = /*@__PURE__*/new Vector2(); -+const _vector$9 = /*@__PURE__*/ new Vector3(); -+const _vector2$1 = /*@__PURE__*/ new Vector2(); -+ - class BufferAttribute { -- constructor(array, itemSize, normalized = false) { -- if (Array.isArray(array)) { -- throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.'); -+ -+ constructor( array, itemSize, normalized = false ) { -+ -+ if ( Array.isArray( array ) ) { -+ -+ throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); -+ - } -+ - this.isBufferAttribute = true; -+ - this.name = ''; -+ - this.array = array; - this.itemSize = itemSize; - this.count = array !== undefined ? array.length / itemSize : 0; - this.normalized = normalized; -+ - this.usage = StaticDrawUsage; -- this.updateRange = { -- offset: 0, -- count: -1 -- }; -+ this.updateRange = { offset: 0, count: - 1 }; -+ - this.version = 0; -+ - } -+ - onUploadCallback() {} -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -- setUsage(value) { -+ -+ setUsage( value ) { -+ - this.usage = value; -+ - return this; -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; -- this.array = new source.array.constructor(source.array); -+ this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; -+ - this.usage = source.usage; -+ - return this; -+ - } -- copyAt(index1, attribute, index2) { -+ -+ copyAt( index1, attribute, index2 ) { -+ - index1 *= this.itemSize; - index2 *= attribute.itemSize; -- for (let i = 0, l = this.itemSize; i < l; i++) { -- this.array[index1 + i] = attribute.array[index2 + i]; -+ -+ for ( let i = 0, l = this.itemSize; i < l; i ++ ) { -+ -+ this.array[ index1 + i ] = attribute.array[ index2 + i ]; -+ - } -+ - return this; -+ - } -- copyArray(array) { -- this.array.set(array); -+ -+ copyArray( array ) { -+ -+ this.array.set( array ); -+ - return this; -+ - } -- applyMatrix3(m) { -- if (this.itemSize === 2) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector2$1.fromBufferAttribute(this, i); -- _vector2$1.applyMatrix3(m); -- this.setXY(i, _vector2$1.x, _vector2$1.y); -+ -+ applyMatrix3( m ) { -+ -+ if ( this.itemSize === 2 ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector2$1.fromBufferAttribute( this, i ); -+ _vector2$1.applyMatrix3( m ); -+ -+ this.setXY( i, _vector2$1.x, _vector2$1.y ); -+ - } -- } else if (this.itemSize === 3) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.applyMatrix3(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ } else if ( this.itemSize === 3 ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ _vector$9.applyMatrix3( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - } -+ - return this; -+ - } -- applyMatrix4(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.applyMatrix4(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ applyMatrix4( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ -+ _vector$9.applyMatrix4( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - return this; -+ - } -- applyNormalMatrix(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.applyNormalMatrix(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ applyNormalMatrix( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ -+ _vector$9.applyNormalMatrix( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - return this; -+ - } -- transformDirection(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.transformDirection(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ transformDirection( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ -+ _vector$9.transformDirection( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - return this; -+ - } -- set(value, offset = 0) { -+ -+ set( value, offset = 0 ) { -+ - // Matching BufferAttribute constructor, do not normalize the array. -- this.array.set(value, offset); -+ this.array.set( value, offset ); -+ - return this; -+ - } -- getX(index) { -- let x = this.array[index * this.itemSize]; -- if (this.normalized) x = denormalize(x, this.array); -+ -+ getX( index ) { -+ -+ let x = this.array[ index * this.itemSize ]; -+ -+ if ( this.normalized ) x = denormalize( x, this.array ); -+ - return x; -+ - } -- setX(index, x) { -- if (this.normalized) x = normalize(x, this.array); -- this.array[index * this.itemSize] = x; -+ -+ setX( index, x ) { -+ -+ if ( this.normalized ) x = normalize( x, this.array ); -+ -+ this.array[ index * this.itemSize ] = x; -+ - return this; -+ - } -- getY(index) { -- let y = this.array[index * this.itemSize + 1]; -- if (this.normalized) y = denormalize(y, this.array); -+ -+ getY( index ) { -+ -+ let y = this.array[ index * this.itemSize + 1 ]; -+ -+ if ( this.normalized ) y = denormalize( y, this.array ); -+ - return y; -+ - } -- setY(index, y) { -- if (this.normalized) y = normalize(y, this.array); -- this.array[index * this.itemSize + 1] = y; -+ -+ setY( index, y ) { -+ -+ if ( this.normalized ) y = normalize( y, this.array ); -+ -+ this.array[ index * this.itemSize + 1 ] = y; -+ - return this; -+ - } -- getZ(index) { -- let z = this.array[index * this.itemSize + 2]; -- if (this.normalized) z = denormalize(z, this.array); -+ -+ getZ( index ) { -+ -+ let z = this.array[ index * this.itemSize + 2 ]; -+ -+ if ( this.normalized ) z = denormalize( z, this.array ); -+ - return z; -+ - } -- setZ(index, z) { -- if (this.normalized) z = normalize(z, this.array); -- this.array[index * this.itemSize + 2] = z; -+ -+ setZ( index, z ) { -+ -+ if ( this.normalized ) z = normalize( z, this.array ); -+ -+ this.array[ index * this.itemSize + 2 ] = z; -+ - return this; -+ - } -- getW(index) { -- let w = this.array[index * this.itemSize + 3]; -- if (this.normalized) w = denormalize(w, this.array); -+ -+ getW( index ) { -+ -+ let w = this.array[ index * this.itemSize + 3 ]; -+ -+ if ( this.normalized ) w = denormalize( w, this.array ); -+ - return w; -+ - } -- setW(index, w) { -- if (this.normalized) w = normalize(w, this.array); -- this.array[index * this.itemSize + 3] = w; -+ -+ setW( index, w ) { -+ -+ if ( this.normalized ) w = normalize( w, this.array ); -+ -+ this.array[ index * this.itemSize + 3 ] = w; -+ - return this; -+ - } -- setXY(index, x, y) { -+ -+ setXY( index, x, y ) { -+ - index *= this.itemSize; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ - } -- this.array[index + 0] = x; -- this.array[index + 1] = y; -+ -+ this.array[ index + 0 ] = x; -+ this.array[ index + 1 ] = y; -+ - return this; -+ - } -- setXYZ(index, x, y, z) { -+ -+ setXYZ( index, x, y, z ) { -+ - index *= this.itemSize; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ - } -- this.array[index + 0] = x; -- this.array[index + 1] = y; -- this.array[index + 2] = z; -+ -+ this.array[ index + 0 ] = x; -+ this.array[ index + 1 ] = y; -+ this.array[ index + 2 ] = z; -+ - return this; -+ - } -- setXYZW(index, x, y, z, w) { -+ -+ setXYZW( index, x, y, z, w ) { -+ - index *= this.itemSize; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -- w = normalize(w, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ w = normalize( w, this.array ); -+ - } -- this.array[index + 0] = x; -- this.array[index + 1] = y; -- this.array[index + 2] = z; -- this.array[index + 3] = w; -+ -+ this.array[ index + 0 ] = x; -+ this.array[ index + 1 ] = y; -+ this.array[ index + 2 ] = z; -+ this.array[ index + 3 ] = w; -+ - return this; -+ - } -- onUpload(callback) { -+ -+ onUpload( callback ) { -+ - this.onUploadCallback = callback; -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this.array, this.itemSize).copy(this); -+ -+ return new this.constructor( this.array, this.itemSize ).copy( this ); -+ - } -+ - toJSON() { -+ - const data = { - itemSize: this.itemSize, - type: this.array.constructor.name, -- array: Array.from(this.array), -+ array: Array.from( this.array ), - normalized: this.normalized - }; -- if (this.name !== '') data.name = this.name; -- if (this.usage !== StaticDrawUsage) data.usage = this.usage; -- if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange; -+ -+ if ( this.name !== '' ) data.name = this.name; -+ if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; -+ if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange; -+ - return data; -+ - } - - // @deprecated - - copyColorsArray() { -- console.error('THREE.BufferAttribute: copyColorsArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyColorsArray() was removed in r144.' ); -+ - } -+ - copyVector2sArray() { -- console.error('THREE.BufferAttribute: copyVector2sArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyVector2sArray() was removed in r144.' ); -+ - } -+ - copyVector3sArray() { -- console.error('THREE.BufferAttribute: copyVector3sArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyVector3sArray() was removed in r144.' ); -+ - } -+ - copyVector4sArray() { -- console.error('THREE.BufferAttribute: copyVector4sArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyVector4sArray() was removed in r144.' ); -+ - } -+ - } - - // - - class Int8BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Int8Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Int8Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint8BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint8Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint8Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint8ClampedBufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint8ClampedArray(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint8ClampedArray( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Int16BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Int16Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Int16Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint16BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint16Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint16Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Int32BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Int32Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Int32Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint32BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint32Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint32Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Float16BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint16Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint16Array( array ), itemSize, normalized ); -+ - this.isFloat16BufferAttribute = true; -+ - } -+ - } -+ -+ - class Float32BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Float32Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Float32Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Float64BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Float64Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Float64Array( array ), itemSize, normalized ); -+ - } -+ - } - - let _id$1 = 0; --const _m1 = /*@__PURE__*/new Matrix4(); --const _obj = /*@__PURE__*/new Object3D(); --const _offset = /*@__PURE__*/new Vector3(); --const _box$1 = /*@__PURE__*/new Box3(); --const _boxMorphTargets = /*@__PURE__*/new Box3(); --const _vector$8 = /*@__PURE__*/new Vector3(); -+ -+const _m1 = /*@__PURE__*/ new Matrix4(); -+const _obj = /*@__PURE__*/ new Object3D(); -+const _offset = /*@__PURE__*/ new Vector3(); -+const _box$1 = /*@__PURE__*/ new Box3(); -+const _boxMorphTargets = /*@__PURE__*/ new Box3(); -+const _vector$8 = /*@__PURE__*/ new Vector3(); -+ - class BufferGeometry extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isBufferGeometry = true; -- Object.defineProperty(this, 'id', { -- value: _id$1++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: _id$1 ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; - this.type = 'BufferGeometry'; -+ - this.index = null; - this.attributes = {}; -+ - this.morphAttributes = {}; - this.morphTargetsRelative = false; -+ - this.groups = []; -+ - this.boundingBox = null; - this.boundingSphere = null; -- this.drawRange = { -- start: 0, -- count: Infinity -- }; -+ -+ this.drawRange = { start: 0, count: Infinity }; -+ - this.userData = {}; -+ - } -+ - getIndex() { -+ - return this.index; -+ - } -- setIndex(index) { -- if (Array.isArray(index)) { -- this.index = new (arrayNeedsUint32(index) ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1); -- } else { -- this.index = index; -- } -+ -+ setIndex( index ) { -+ -+ if ( Array.isArray( index ) ) { -+ -+ this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); -+ -+ } else { -+ -+ this.index = index; -+ -+ } -+ - return this; -+ - } -- getAttribute(name) { -- return this.attributes[name]; -+ -+ getAttribute( name ) { -+ -+ return this.attributes[ name ]; -+ - } -- setAttribute(name, attribute) { -- this.attributes[name] = attribute; -+ -+ setAttribute( name, attribute ) { -+ -+ this.attributes[ name ] = attribute; -+ - return this; -+ - } -- deleteAttribute(name) { -- delete this.attributes[name]; -+ -+ deleteAttribute( name ) { -+ -+ delete this.attributes[ name ]; -+ - return this; -+ - } -- hasAttribute(name) { -- return this.attributes[name] !== undefined; -+ -+ hasAttribute( name ) { -+ -+ return this.attributes[ name ] !== undefined; -+ - } -- addGroup(start, count, materialIndex = 0) { -- this.groups.push({ -+ -+ addGroup( start, count, materialIndex = 0 ) { -+ -+ this.groups.push( { -+ - start: start, - count: count, - materialIndex: materialIndex -- }); -+ -+ } ); -+ - } -+ - clearGroups() { -+ - this.groups = []; -+ - } -- setDrawRange(start, count) { -+ -+ setDrawRange( start, count ) { -+ - this.drawRange.start = start; - this.drawRange.count = count; -+ - } -- applyMatrix4(matrix) { -+ -+ applyMatrix4( matrix ) { -+ - const position = this.attributes.position; -- if (position !== undefined) { -- position.applyMatrix4(matrix); -+ -+ if ( position !== undefined ) { -+ -+ position.applyMatrix4( matrix ); -+ - position.needsUpdate = true; -+ - } -+ - const normal = this.attributes.normal; -- if (normal !== undefined) { -- const normalMatrix = new Matrix3().getNormalMatrix(matrix); -- normal.applyNormalMatrix(normalMatrix); -+ -+ if ( normal !== undefined ) { -+ -+ const normalMatrix = new Matrix3().getNormalMatrix( matrix ); -+ -+ normal.applyNormalMatrix( normalMatrix ); -+ - normal.needsUpdate = true; -+ - } -+ - const tangent = this.attributes.tangent; -- if (tangent !== undefined) { -- tangent.transformDirection(matrix); -+ -+ if ( tangent !== undefined ) { -+ -+ tangent.transformDirection( matrix ); -+ - tangent.needsUpdate = true; -+ - } -- if (this.boundingBox !== null) { -+ -+ if ( this.boundingBox !== null ) { -+ - this.computeBoundingBox(); -+ - } -- if (this.boundingSphere !== null) { -+ -+ if ( this.boundingSphere !== null ) { -+ - this.computeBoundingSphere(); -+ - } -+ - return this; -+ - } -- applyQuaternion(q) { -- _m1.makeRotationFromQuaternion(q); -- this.applyMatrix4(_m1); -+ -+ applyQuaternion( q ) { -+ -+ _m1.makeRotationFromQuaternion( q ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- rotateX(angle) { -+ -+ rotateX( angle ) { -+ - // rotate geometry around world x-axis - -- _m1.makeRotationX(angle); -- this.applyMatrix4(_m1); -+ _m1.makeRotationX( angle ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- rotateY(angle) { -+ -+ rotateY( angle ) { -+ - // rotate geometry around world y-axis - -- _m1.makeRotationY(angle); -- this.applyMatrix4(_m1); -+ _m1.makeRotationY( angle ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- rotateZ(angle) { -+ -+ rotateZ( angle ) { -+ - // rotate geometry around world z-axis - -- _m1.makeRotationZ(angle); -- this.applyMatrix4(_m1); -+ _m1.makeRotationZ( angle ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- translate(x, y, z) { -+ -+ translate( x, y, z ) { -+ - // translate geometry - -- _m1.makeTranslation(x, y, z); -- this.applyMatrix4(_m1); -+ _m1.makeTranslation( x, y, z ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- scale(x, y, z) { -+ -+ scale( x, y, z ) { -+ - // scale geometry - -- _m1.makeScale(x, y, z); -- this.applyMatrix4(_m1); -+ _m1.makeScale( x, y, z ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- lookAt(vector) { -- _obj.lookAt(vector); -+ -+ lookAt( vector ) { -+ -+ _obj.lookAt( vector ); -+ - _obj.updateMatrix(); -- this.applyMatrix4(_obj.matrix); -+ -+ this.applyMatrix4( _obj.matrix ); -+ - return this; -+ - } -+ - center() { -+ - this.computeBoundingBox(); -- this.boundingBox.getCenter(_offset).negate(); -- this.translate(_offset.x, _offset.y, _offset.z); -+ -+ this.boundingBox.getCenter( _offset ).negate(); -+ -+ this.translate( _offset.x, _offset.y, _offset.z ); -+ - return this; -+ - } -- setFromPoints(points) { -+ -+ setFromPoints( points ) { -+ - const position = []; -- for (let i = 0, l = points.length; i < l; i++) { -- const point = points[i]; -- position.push(point.x, point.y, point.z || 0); -+ -+ for ( let i = 0, l = points.length; i < l; i ++ ) { -+ -+ const point = points[ i ]; -+ position.push( point.x, point.y, point.z || 0 ); -+ - } -- this.setAttribute('position', new Float32BufferAttribute(position, 3)); -+ -+ this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); -+ - return this; -+ - } -+ - computeBoundingBox() { -- if (this.boundingBox === null) { -+ -+ if ( this.boundingBox === null ) { -+ - this.boundingBox = new Box3(); -+ - } -+ - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; -- if (position && position.isGLBufferAttribute) { -- console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this); -- this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity)); -+ -+ if ( position && position.isGLBufferAttribute ) { -+ -+ console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this ); -+ -+ this.boundingBox.set( -+ new Vector3( - Infinity, - Infinity, - Infinity ), -+ new Vector3( + Infinity, + Infinity, + Infinity ) -+ ); -+ - return; -+ - } -- if (position !== undefined) { -- this.boundingBox.setFromBufferAttribute(position); -+ -+ if ( position !== undefined ) { -+ -+ this.boundingBox.setFromBufferAttribute( position ); - - // process morph attributes if present - -- if (morphAttributesPosition) { -- for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { -- const morphAttribute = morphAttributesPosition[i]; -- _box$1.setFromBufferAttribute(morphAttribute); -- if (this.morphTargetsRelative) { -- _vector$8.addVectors(this.boundingBox.min, _box$1.min); -- this.boundingBox.expandByPoint(_vector$8); -- _vector$8.addVectors(this.boundingBox.max, _box$1.max); -- this.boundingBox.expandByPoint(_vector$8); -+ if ( morphAttributesPosition ) { -+ -+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { -+ -+ const morphAttribute = morphAttributesPosition[ i ]; -+ _box$1.setFromBufferAttribute( morphAttribute ); -+ -+ if ( this.morphTargetsRelative ) { -+ -+ _vector$8.addVectors( this.boundingBox.min, _box$1.min ); -+ this.boundingBox.expandByPoint( _vector$8 ); -+ -+ _vector$8.addVectors( this.boundingBox.max, _box$1.max ); -+ this.boundingBox.expandByPoint( _vector$8 ); -+ - } else { -- this.boundingBox.expandByPoint(_box$1.min); -- this.boundingBox.expandByPoint(_box$1.max); -+ -+ this.boundingBox.expandByPoint( _box$1.min ); -+ this.boundingBox.expandByPoint( _box$1.max ); -+ - } -+ - } -+ - } -+ - } else { -+ - this.boundingBox.makeEmpty(); -+ - } -- if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) { -- console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this); -+ -+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { -+ -+ console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); -+ - } -+ - } -+ - computeBoundingSphere() { -- if (this.boundingSphere === null) { -+ -+ if ( this.boundingSphere === null ) { -+ - this.boundingSphere = new Sphere(); -+ - } -+ - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; -- if (position && position.isGLBufferAttribute) { -- console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this); -- this.boundingSphere.set(new Vector3(), Infinity); -+ -+ if ( position && position.isGLBufferAttribute ) { -+ -+ console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ); -+ -+ this.boundingSphere.set( new Vector3(), Infinity ); -+ - return; -+ - } -- if (position) { -+ -+ if ( position ) { -+ - // first, find the center of the bounding sphere - - const center = this.boundingSphere.center; -- _box$1.setFromBufferAttribute(position); -+ -+ _box$1.setFromBufferAttribute( position ); - - // process morph attributes if present - -- if (morphAttributesPosition) { -- for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { -- const morphAttribute = morphAttributesPosition[i]; -- _boxMorphTargets.setFromBufferAttribute(morphAttribute); -- if (this.morphTargetsRelative) { -- _vector$8.addVectors(_box$1.min, _boxMorphTargets.min); -- _box$1.expandByPoint(_vector$8); -- _vector$8.addVectors(_box$1.max, _boxMorphTargets.max); -- _box$1.expandByPoint(_vector$8); -+ if ( morphAttributesPosition ) { -+ -+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { -+ -+ const morphAttribute = morphAttributesPosition[ i ]; -+ _boxMorphTargets.setFromBufferAttribute( morphAttribute ); -+ -+ if ( this.morphTargetsRelative ) { -+ -+ _vector$8.addVectors( _box$1.min, _boxMorphTargets.min ); -+ _box$1.expandByPoint( _vector$8 ); -+ -+ _vector$8.addVectors( _box$1.max, _boxMorphTargets.max ); -+ _box$1.expandByPoint( _vector$8 ); -+ - } else { -- _box$1.expandByPoint(_boxMorphTargets.min); -- _box$1.expandByPoint(_boxMorphTargets.max); -+ -+ _box$1.expandByPoint( _boxMorphTargets.min ); -+ _box$1.expandByPoint( _boxMorphTargets.max ); -+ - } -+ - } -+ - } -- _box$1.getCenter(center); -+ -+ _box$1.getCenter( center ); - - // second, try to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - let maxRadiusSq = 0; -- for (let i = 0, il = position.count; i < il; i++) { -- _vector$8.fromBufferAttribute(position, i); -- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8)); -+ -+ for ( let i = 0, il = position.count; i < il; i ++ ) { -+ -+ _vector$8.fromBufferAttribute( position, i ); -+ -+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); -+ - } - - // process morph attributes if present - -- if (morphAttributesPosition) { -- for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { -- const morphAttribute = morphAttributesPosition[i]; -+ if ( morphAttributesPosition ) { -+ -+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { -+ -+ const morphAttribute = morphAttributesPosition[ i ]; - const morphTargetsRelative = this.morphTargetsRelative; -- for (let j = 0, jl = morphAttribute.count; j < jl; j++) { -- _vector$8.fromBufferAttribute(morphAttribute, j); -- if (morphTargetsRelative) { -- _offset.fromBufferAttribute(position, j); -- _vector$8.add(_offset); -+ -+ for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { -+ -+ _vector$8.fromBufferAttribute( morphAttribute, j ); -+ -+ if ( morphTargetsRelative ) { -+ -+ _offset.fromBufferAttribute( position, j ); -+ _vector$8.add( _offset ); -+ - } -- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8)); -+ -+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); -+ - } -+ - } -+ - } -- this.boundingSphere.radius = Math.sqrt(maxRadiusSq); -- if (isNaN(this.boundingSphere.radius)) { -- console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this); -+ -+ 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 ); -+ - } -+ - } -+ - } -+ - computeTangents() { -+ - const index = this.index; - const attributes = this.attributes; - - // based on http://www.terathon.com/code/tangent.html - // (per vertex tangents) - -- if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) { -- console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)'); -+ if ( index === null || -+ attributes.position === undefined || -+ attributes.normal === undefined || -+ attributes.uv === undefined ) { -+ -+ console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); - return; -+ - } -+ - const indices = index.array; - const positions = attributes.position.array; - const normals = attributes.normal.array; - const uvs = attributes.uv.array; -+ - const nVertices = positions.length / 3; -- if (this.hasAttribute('tangent') === false) { -- this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4)); -+ -+ if ( this.hasAttribute( 'tangent' ) === false ) { -+ -+ this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); -+ - } -- const tangents = this.getAttribute('tangent').array; -- const tan1 = [], -- tan2 = []; -- for (let i = 0; i < nVertices; i++) { -- tan1[i] = new Vector3(); -- tan2[i] = new Vector3(); -+ -+ const tangents = this.getAttribute( 'tangent' ).array; -+ -+ const tan1 = [], tan2 = []; -+ -+ for ( let i = 0; i < nVertices; i ++ ) { -+ -+ tan1[ i ] = new Vector3(); -+ tan2[ i ] = new Vector3(); -+ - } -+ - const vA = new Vector3(), - vB = new Vector3(), - vC = new Vector3(), -+ - uvA = new Vector2(), - uvB = new Vector2(), - uvC = new Vector2(), -+ - sdir = new Vector3(), - tdir = new Vector3(); -- function handleTriangle(a, b, c) { -- vA.fromArray(positions, a * 3); -- vB.fromArray(positions, b * 3); -- vC.fromArray(positions, c * 3); -- uvA.fromArray(uvs, a * 2); -- uvB.fromArray(uvs, b * 2); -- uvC.fromArray(uvs, c * 2); -- vB.sub(vA); -- vC.sub(vA); -- uvB.sub(uvA); -- uvC.sub(uvA); -- const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); -+ -+ function handleTriangle( a, b, c ) { -+ -+ vA.fromArray( positions, a * 3 ); -+ vB.fromArray( positions, b * 3 ); -+ vC.fromArray( positions, c * 3 ); -+ -+ uvA.fromArray( uvs, a * 2 ); -+ uvB.fromArray( uvs, b * 2 ); -+ uvC.fromArray( uvs, c * 2 ); -+ -+ vB.sub( vA ); -+ vC.sub( vA ); -+ -+ uvB.sub( uvA ); -+ uvC.sub( uvA ); -+ -+ const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); - - // silently ignore degenerate uv triangles having coincident or colinear vertices - -- if (!isFinite(r)) return; -- sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r); -- tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r); -- tan1[a].add(sdir); -- tan1[b].add(sdir); -- tan1[c].add(sdir); -- tan2[a].add(tdir); -- tan2[b].add(tdir); -- tan2[c].add(tdir); -+ if ( ! isFinite( r ) ) return; -+ -+ sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); -+ tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); -+ -+ tan1[ a ].add( sdir ); -+ tan1[ b ].add( sdir ); -+ tan1[ c ].add( sdir ); -+ -+ tan2[ a ].add( tdir ); -+ tan2[ b ].add( tdir ); -+ tan2[ c ].add( tdir ); -+ - } -+ - let groups = this.groups; -- if (groups.length === 0) { -- groups = [{ -+ -+ if ( groups.length === 0 ) { -+ -+ groups = [ { - start: 0, - count: indices.length -- }]; -+ } ]; -+ - } -- for (let i = 0, il = groups.length; i < il; ++i) { -- const group = groups[i]; -+ -+ for ( let i = 0, il = groups.length; i < il; ++ i ) { -+ -+ const group = groups[ i ]; -+ - const start = group.start; - const count = group.count; -- for (let j = start, jl = start + count; j < jl; j += 3) { -- handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]); -+ -+ for ( let j = start, jl = start + count; j < jl; j += 3 ) { -+ -+ handleTriangle( -+ indices[ j + 0 ], -+ indices[ j + 1 ], -+ indices[ j + 2 ] -+ ); -+ - } -+ - } -- const tmp = new Vector3(), -- tmp2 = new Vector3(); -- const n = new Vector3(), -- n2 = new Vector3(); -- function handleVertex(v) { -- n.fromArray(normals, v * 3); -- n2.copy(n); -- const t = tan1[v]; -+ -+ const tmp = new Vector3(), tmp2 = new Vector3(); -+ const n = new Vector3(), n2 = new Vector3(); -+ -+ function handleVertex( v ) { -+ -+ n.fromArray( normals, v * 3 ); -+ n2.copy( n ); -+ -+ const t = tan1[ v ]; - - // Gram-Schmidt orthogonalize - -- tmp.copy(t); -- tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); -+ tmp.copy( t ); -+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); - - // Calculate handedness - -- tmp2.crossVectors(n2, t); -- const test = tmp2.dot(tan2[v]); -- const w = test < 0.0 ? -1.0 : 1.0; -- tangents[v * 4] = tmp.x; -- tangents[v * 4 + 1] = tmp.y; -- tangents[v * 4 + 2] = tmp.z; -- tangents[v * 4 + 3] = w; -+ tmp2.crossVectors( n2, t ); -+ const test = tmp2.dot( tan2[ v ] ); -+ const w = ( test < 0.0 ) ? - 1.0 : 1.0; -+ -+ tangents[ v * 4 ] = tmp.x; -+ tangents[ v * 4 + 1 ] = tmp.y; -+ tangents[ v * 4 + 2 ] = tmp.z; -+ tangents[ v * 4 + 3 ] = w; -+ - } -- for (let i = 0, il = groups.length; i < il; ++i) { -- const group = groups[i]; -+ -+ for ( let i = 0, il = groups.length; i < il; ++ i ) { -+ -+ const group = groups[ i ]; -+ - const start = group.start; - const count = group.count; -- for (let j = start, jl = start + count; j < jl; j += 3) { -- handleVertex(indices[j + 0]); -- handleVertex(indices[j + 1]); -- handleVertex(indices[j + 2]); -+ -+ for ( let j = start, jl = start + count; j < jl; j += 3 ) { -+ -+ handleVertex( indices[ j + 0 ] ); -+ handleVertex( indices[ j + 1 ] ); -+ handleVertex( indices[ j + 2 ] ); -+ - } -+ - } -+ - } -+ - computeVertexNormals() { -+ - const index = this.index; -- const positionAttribute = this.getAttribute('position'); -- if (positionAttribute !== undefined) { -- let normalAttribute = this.getAttribute('normal'); -- if (normalAttribute === undefined) { -- normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3); -- this.setAttribute('normal', normalAttribute); -+ const positionAttribute = this.getAttribute( 'position' ); -+ -+ if ( positionAttribute !== undefined ) { -+ -+ let normalAttribute = this.getAttribute( 'normal' ); -+ -+ if ( normalAttribute === undefined ) { -+ -+ normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); -+ this.setAttribute( 'normal', normalAttribute ); -+ - } else { -+ - // reset existing normals to zero - -- for (let i = 0, il = normalAttribute.count; i < il; i++) { -- normalAttribute.setXYZ(i, 0, 0, 0); -- } -- } -- const pA = new Vector3(), -- pB = new Vector3(), -- pC = new Vector3(); -- const nA = new Vector3(), -- nB = new Vector3(), -- nC = new Vector3(); -- const cb = new Vector3(), -- ab = new Vector3(); -+ for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { - -- // indexed elements -+ normalAttribute.setXYZ( i, 0, 0, 0 ); - -- if (index) { -- for (let i = 0, il = index.count; i < il; i += 3) { -- const vA = index.getX(i + 0); -- const vB = index.getX(i + 1); -- const vC = index.getX(i + 2); -- pA.fromBufferAttribute(positionAttribute, vA); -- pB.fromBufferAttribute(positionAttribute, vB); -- pC.fromBufferAttribute(positionAttribute, vC); -- cb.subVectors(pC, pB); -- ab.subVectors(pA, pB); -- cb.cross(ab); -- nA.fromBufferAttribute(normalAttribute, vA); -- nB.fromBufferAttribute(normalAttribute, vB); -- nC.fromBufferAttribute(normalAttribute, vC); -- nA.add(cb); -- nB.add(cb); -- nC.add(cb); -- normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z); -- normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z); -- normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z); - } -- } else { -- // non-indexed elements (unconnected triangle soup) - -- for (let i = 0, il = positionAttribute.count; i < il; i += 3) { -- pA.fromBufferAttribute(positionAttribute, i + 0); -- pB.fromBufferAttribute(positionAttribute, i + 1); -- pC.fromBufferAttribute(positionAttribute, i + 2); -- cb.subVectors(pC, pB); -- ab.subVectors(pA, pB); -- cb.cross(ab); -- normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z); -- normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z); -- normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z); -- } - } -- this.normalizeNormals(); -- normalAttribute.needsUpdate = true; -- } -- } - -- // @deprecated since r144 -+ const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); -+ const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); -+ const cb = new Vector3(), ab = new Vector3(); -+ -+ // indexed elements -+ -+ if ( index ) { -+ -+ for ( let i = 0, il = index.count; i < il; i += 3 ) { -+ -+ const vA = index.getX( i + 0 ); -+ const vB = index.getX( i + 1 ); -+ const vC = index.getX( i + 2 ); -+ -+ pA.fromBufferAttribute( positionAttribute, vA ); -+ pB.fromBufferAttribute( positionAttribute, vB ); -+ pC.fromBufferAttribute( positionAttribute, vC ); -+ -+ cb.subVectors( pC, pB ); -+ ab.subVectors( pA, pB ); -+ cb.cross( ab ); -+ -+ nA.fromBufferAttribute( normalAttribute, vA ); -+ nB.fromBufferAttribute( normalAttribute, vB ); -+ nC.fromBufferAttribute( normalAttribute, vC ); -+ -+ nA.add( cb ); -+ nB.add( cb ); -+ nC.add( cb ); -+ -+ normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); -+ normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); -+ normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); -+ -+ } -+ -+ } else { -+ -+ // non-indexed elements (unconnected triangle soup) -+ -+ for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { -+ -+ pA.fromBufferAttribute( positionAttribute, i + 0 ); -+ pB.fromBufferAttribute( positionAttribute, i + 1 ); -+ pC.fromBufferAttribute( positionAttribute, i + 2 ); -+ -+ cb.subVectors( pC, pB ); -+ ab.subVectors( pA, pB ); -+ cb.cross( ab ); -+ -+ normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); -+ normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); -+ normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); -+ -+ } -+ -+ } -+ -+ this.normalizeNormals(); -+ -+ normalAttribute.needsUpdate = true; -+ -+ } -+ -+ } -+ -+ // @deprecated since r144 - - merge() { -- console.error('THREE.BufferGeometry.merge() has been removed. Use THREE.BufferGeometryUtils.mergeBufferGeometries() instead.'); -+ -+ console.error( 'THREE.BufferGeometry.merge() has been removed. Use THREE.BufferGeometryUtils.mergeBufferGeometries() instead.' ); - return this; -+ - } -+ - normalizeNormals() { -+ - const normals = this.attributes.normal; -- for (let i = 0, il = normals.count; i < il; i++) { -- _vector$8.fromBufferAttribute(normals, i); -+ -+ for ( let i = 0, il = normals.count; i < il; i ++ ) { -+ -+ _vector$8.fromBufferAttribute( normals, i ); -+ - _vector$8.normalize(); -- normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z); -+ -+ normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); -+ - } -+ - } -+ - toNonIndexed() { -- function convertBufferAttribute(attribute, indices) { -+ -+ function convertBufferAttribute( attribute, indices ) { -+ - const array = attribute.array; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; -- const array2 = new array.constructor(indices.length * itemSize); -- let index = 0, -- index2 = 0; -- for (let i = 0, l = indices.length; i < l; i++) { -- if (attribute.isInterleavedBufferAttribute) { -- index = indices[i] * attribute.data.stride + attribute.offset; -+ -+ const array2 = new array.constructor( indices.length * itemSize ); -+ -+ let index = 0, index2 = 0; -+ -+ for ( let i = 0, l = indices.length; i < l; i ++ ) { -+ -+ if ( attribute.isInterleavedBufferAttribute ) { -+ -+ index = indices[ i ] * attribute.data.stride + attribute.offset; -+ - } else { -- index = indices[i] * itemSize; -+ -+ index = indices[ i ] * itemSize; -+ - } -- for (let j = 0; j < itemSize; j++) { -- array2[index2++] = array[index++]; -+ -+ for ( let j = 0; j < itemSize; j ++ ) { -+ -+ array2[ index2 ++ ] = array[ index ++ ]; -+ - } -+ - } -- return new BufferAttribute(array2, itemSize, normalized); -+ -+ return new BufferAttribute( array2, itemSize, normalized ); -+ - } - - // - -- if (this.index === null) { -- console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.'); -+ if ( this.index === null ) { -+ -+ console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); - return this; -+ - } -+ - const geometry2 = new BufferGeometry(); -+ - const indices = this.index.array; - const attributes = this.attributes; - - // attributes - -- for (const name in attributes) { -- const attribute = attributes[name]; -- const newAttribute = convertBufferAttribute(attribute, indices); -- geometry2.setAttribute(name, newAttribute); -+ for ( const name in attributes ) { -+ -+ const attribute = attributes[ name ]; -+ -+ const newAttribute = convertBufferAttribute( attribute, indices ); -+ -+ geometry2.setAttribute( name, newAttribute ); -+ - } - - // morph attributes - - const morphAttributes = this.morphAttributes; -- for (const name in morphAttributes) { -+ -+ for ( const name in morphAttributes ) { -+ - const morphArray = []; -- const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes -+ const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes -+ -+ for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { -+ -+ const attribute = morphAttribute[ i ]; -+ -+ const newAttribute = convertBufferAttribute( attribute, indices ); -+ -+ morphArray.push( newAttribute ); - -- for (let i = 0, il = morphAttribute.length; i < il; i++) { -- const attribute = morphAttribute[i]; -- const newAttribute = convertBufferAttribute(attribute, indices); -- morphArray.push(newAttribute); - } -- geometry2.morphAttributes[name] = morphArray; -+ -+ geometry2.morphAttributes[ name ] = morphArray; -+ - } -+ - geometry2.morphTargetsRelative = this.morphTargetsRelative; - - // groups - - const groups = this.groups; -- for (let i = 0, l = groups.length; i < l; i++) { -- const group = groups[i]; -- geometry2.addGroup(group.start, group.count, group.materialIndex); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ const group = groups[ i ]; -+ geometry2.addGroup( group.start, group.count, group.materialIndex ); -+ - } -+ - return geometry2; -+ - } -+ - toJSON() { -+ - const data = { - metadata: { - version: 4.5, -@@ -6944,68 +10617,113 @@ class BufferGeometry extends EventDispatcher { - - 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) { -+ if ( this.name !== '' ) data.name = this.name; -+ if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; -+ -+ if ( this.parameters !== undefined ) { -+ - const parameters = this.parameters; -- for (const key in parameters) { -- if (parameters[key] !== undefined) data[key] = parameters[key]; -+ -+ for ( const key in parameters ) { -+ -+ if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; -+ - } -+ - return data; -+ - } - - // for simplicity the code assumes attributes are not shared across geometries, see #15811 - -- data.data = { -- attributes: {} -- }; -+ data.data = { attributes: {} }; -+ - const index = this.index; -- if (index !== null) { -+ -+ if ( index !== null ) { -+ - data.data.index = { - type: index.array.constructor.name, -- array: Array.prototype.slice.call(index.array) -+ array: Array.prototype.slice.call( index.array ) - }; -+ - } -+ - const attributes = this.attributes; -- for (const key in attributes) { -- const attribute = attributes[key]; -- data.data.attributes[key] = attribute.toJSON(data.data); -+ -+ for ( const key in attributes ) { -+ -+ const attribute = attributes[ key ]; -+ -+ data.data.attributes[ key ] = attribute.toJSON( data.data ); -+ - } -+ - const morphAttributes = {}; - let hasMorphAttributes = false; -- for (const key in this.morphAttributes) { -- const attributeArray = this.morphAttributes[key]; -+ -+ for ( const key in this.morphAttributes ) { -+ -+ const attributeArray = this.morphAttributes[ key ]; -+ - const array = []; -- for (let i = 0, il = attributeArray.length; i < il; i++) { -- const attribute = attributeArray[i]; -- array.push(attribute.toJSON(data.data)); -+ -+ for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { -+ -+ const attribute = attributeArray[ i ]; -+ -+ array.push( attribute.toJSON( data.data ) ); -+ - } -- if (array.length > 0) { -- morphAttributes[key] = array; -+ -+ if ( array.length > 0 ) { -+ -+ morphAttributes[ key ] = array; -+ - hasMorphAttributes = true; -+ - } -+ - } -- if (hasMorphAttributes) { -+ -+ if ( hasMorphAttributes ) { -+ - data.data.morphAttributes = morphAttributes; - data.data.morphTargetsRelative = this.morphTargetsRelative; -+ - } -+ - const groups = this.groups; -- if (groups.length > 0) { -- data.data.groups = JSON.parse(JSON.stringify(groups)); -+ -+ if ( groups.length > 0 ) { -+ -+ data.data.groups = JSON.parse( JSON.stringify( groups ) ); -+ - } -+ - const boundingSphere = this.boundingSphere; -- if (boundingSphere !== null) { -+ -+ if ( boundingSphere !== null ) { -+ - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; -+ - } -+ - return data; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - // reset - - this.index = null; -@@ -7026,52 +10744,74 @@ class BufferGeometry extends EventDispatcher { - // index - - const index = source.index; -- if (index !== null) { -- this.setIndex(index.clone(data)); -+ -+ if ( index !== null ) { -+ -+ this.setIndex( index.clone( data ) ); -+ - } - - // attributes - - const attributes = source.attributes; -- for (const name in attributes) { -- const attribute = attributes[name]; -- this.setAttribute(name, attribute.clone(data)); -+ -+ for ( const name in attributes ) { -+ -+ const attribute = attributes[ name ]; -+ this.setAttribute( name, attribute.clone( data ) ); -+ - } - - // morph attributes - - const morphAttributes = source.morphAttributes; -- for (const name in morphAttributes) { -+ -+ for ( const name in morphAttributes ) { -+ - const array = []; -- const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes -+ const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes -+ -+ for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { -+ -+ array.push( morphAttribute[ i ].clone( data ) ); - -- for (let i = 0, l = morphAttribute.length; i < l; i++) { -- array.push(morphAttribute[i].clone(data)); - } -- this.morphAttributes[name] = array; -+ -+ this.morphAttributes[ name ] = array; -+ - } -+ - this.morphTargetsRelative = source.morphTargetsRelative; - - // groups - - const groups = source.groups; -- for (let i = 0, l = groups.length; i < l; i++) { -- const group = groups[i]; -- this.addGroup(group.start, group.count, group.materialIndex); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ const group = groups[ i ]; -+ this.addGroup( group.start, group.count, group.materialIndex ); -+ - } - - // bounding box - - const boundingBox = source.boundingBox; -- if (boundingBox !== null) { -+ -+ if ( boundingBox !== null ) { -+ - this.boundingBox = boundingBox.clone(); -+ - } - - // bounding sphere - - const boundingSphere = source.boundingSphere; -- if (boundingSphere !== null) { -+ -+ if ( boundingSphere !== null ) { -+ - this.boundingSphere = boundingSphere.clone(); -+ - } - - // draw range -@@ -7085,233 +10825,381 @@ class BufferGeometry extends EventDispatcher { - - // geometry generator parameters - -- if (source.parameters !== undefined) this.parameters = Object.assign({}, source.parameters); -+ if ( source.parameters !== undefined ) this.parameters = Object.assign( {}, source.parameters ); -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -- } --} -- --const _inverseMatrix$2 = /*@__PURE__*/new Matrix4(); --const _ray$2 = /*@__PURE__*/new Ray(); --const _sphere$3 = /*@__PURE__*/new Sphere(); --const _vA$1 = /*@__PURE__*/new Vector3(); --const _vB$1 = /*@__PURE__*/new Vector3(); --const _vC$1 = /*@__PURE__*/new Vector3(); --const _tempA = /*@__PURE__*/new Vector3(); --const _morphA = /*@__PURE__*/new Vector3(); --const _uvA$1 = /*@__PURE__*/new Vector2(); --const _uvB$1 = /*@__PURE__*/new Vector2(); --const _uvC$1 = /*@__PURE__*/new Vector2(); --const _intersectionPoint = /*@__PURE__*/new Vector3(); --const _intersectionPointWorld = /*@__PURE__*/new Vector3(); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ -+ } -+ -+} -+ -+const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); -+const _ray$2 = /*@__PURE__*/ new Ray(); -+const _sphere$3 = /*@__PURE__*/ new Sphere(); -+ -+const _vA$1 = /*@__PURE__*/ new Vector3(); -+const _vB$1 = /*@__PURE__*/ new Vector3(); -+const _vC$1 = /*@__PURE__*/ new Vector3(); -+ -+const _tempA = /*@__PURE__*/ new Vector3(); -+const _morphA = /*@__PURE__*/ new Vector3(); -+ -+const _uvA$1 = /*@__PURE__*/ new Vector2(); -+const _uvB$1 = /*@__PURE__*/ new Vector2(); -+const _uvC$1 = /*@__PURE__*/ new Vector2(); -+ -+const _intersectionPoint = /*@__PURE__*/ new Vector3(); -+const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); -+ - class Mesh extends Object3D { -- constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) { -+ -+ constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { -+ - super(); -+ - this.isMesh = true; -+ - this.type = 'Mesh'; -+ - this.geometry = geometry; - this.material = material; -+ - this.updateMorphTargets(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- if (source.morphTargetInfluences !== undefined) { -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ if ( source.morphTargetInfluences !== undefined ) { -+ - this.morphTargetInfluences = source.morphTargetInfluences.slice(); -+ - } -- if (source.morphTargetDictionary !== undefined) { -- this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary); -+ -+ if ( source.morphTargetDictionary !== undefined ) { -+ -+ this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); -+ - } -+ - this.material = source.material; - this.geometry = source.geometry; -+ - return this; -+ - } -+ - updateMorphTargets() { -+ - const geometry = this.geometry; -+ - const morphAttributes = geometry.morphAttributes; -- const keys = Object.keys(morphAttributes); -- if (keys.length > 0) { -- const morphAttribute = morphAttributes[keys[0]]; -- if (morphAttribute !== undefined) { -+ const keys = Object.keys( morphAttributes ); -+ -+ if ( keys.length > 0 ) { -+ -+ const morphAttribute = morphAttributes[ keys[ 0 ] ]; -+ -+ if ( morphAttribute !== undefined ) { -+ - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; -- for (let m = 0, ml = morphAttribute.length; m < ml; m++) { -- const name = morphAttribute[m].name || String(m); -- this.morphTargetInfluences.push(0); -- this.morphTargetDictionary[name] = m; -+ -+ for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { -+ -+ const name = morphAttribute[ m ].name || String( m ); -+ -+ this.morphTargetInfluences.push( 0 ); -+ this.morphTargetDictionary[ name ] = m; -+ - } -+ - } -+ - } -+ - } -- getVertexPosition(vert, target) { -+ -+ getVertexPosition( index, target ) { -+ - const geometry = this.geometry; - const position = geometry.attributes.position; - const morphPosition = geometry.morphAttributes.position; - const morphTargetsRelative = geometry.morphTargetsRelative; -- target.fromBufferAttribute(position, vert); -+ -+ target.fromBufferAttribute( position, index ); -+ - const morphInfluences = this.morphTargetInfluences; -- if (morphPosition && morphInfluences) { -- _morphA.set(0, 0, 0); -- for (let i = 0, il = morphPosition.length; i < il; i++) { -- const influence = morphInfluences[i]; -- const morphAttribute = morphPosition[i]; -- if (influence === 0) continue; -- _tempA.fromBufferAttribute(morphAttribute, vert); -- if (morphTargetsRelative) { -- _morphA.addScaledVector(_tempA, influence); -+ -+ if ( morphPosition && morphInfluences ) { -+ -+ _morphA.set( 0, 0, 0 ); -+ -+ for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { -+ -+ const influence = morphInfluences[ i ]; -+ const morphAttribute = morphPosition[ i ]; -+ -+ if ( influence === 0 ) continue; -+ -+ _tempA.fromBufferAttribute( morphAttribute, index ); -+ -+ if ( morphTargetsRelative ) { -+ -+ _morphA.addScaledVector( _tempA, influence ); -+ - } else { -- _morphA.addScaledVector(_tempA.sub(target), influence); -+ -+ _morphA.addScaledVector( _tempA.sub( target ), influence ); -+ - } -+ - } -- target.add(_morphA); -+ -+ target.add( _morphA ); -+ - } -- if (this.isSkinnedMesh) { -- this.boneTransform(vert, target); -+ -+ if ( this.isSkinnedMesh ) { -+ -+ this.boneTransform( index, target ); -+ - } -+ - return target; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const geometry = this.geometry; - const material = this.material; - const matrixWorld = this.matrixWorld; -- if (material === undefined) return; -+ -+ if ( material === undefined ) return; - - // Checking boundingSphere distance to ray - -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere$3.copy(geometry.boundingSphere); -- _sphere$3.applyMatrix4(matrixWorld); -- if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere$3.copy( geometry.boundingSphere ); -+ _sphere$3.applyMatrix4( matrixWorld ); -+ -+ if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; - - // - -- _inverseMatrix$2.copy(matrixWorld).invert(); -- _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); -+ _inverseMatrix$2.copy( matrixWorld ).invert(); -+ _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - - // Check boundingBox before continuing - -- if (geometry.boundingBox !== null) { -- if (_ray$2.intersectsBox(geometry.boundingBox) === false) return; -+ if ( geometry.boundingBox !== null ) { -+ -+ if ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return; -+ - } -+ - let intersection; -+ - const index = geometry.index; - const position = geometry.attributes.position; - const uv = geometry.attributes.uv; - const uv2 = geometry.attributes.uv2; - const groups = geometry.groups; - const drawRange = geometry.drawRange; -- if (index !== null) { -+ -+ if ( index !== null ) { -+ - // indexed buffer geometry - -- if (Array.isArray(material)) { -- for (let i = 0, il = groups.length; i < il; i++) { -- const group = groups[i]; -- const groupMaterial = material[group.materialIndex]; -- const start = Math.max(group.start, drawRange.start); -- const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count)); -- for (let j = start, jl = end; j < jl; j += 3) { -- const a = index.getX(j); -- const b = index.getX(j + 1); -- const c = index.getX(j + 2); -- intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics -+ if ( Array.isArray( material ) ) { -+ -+ for ( let i = 0, il = groups.length; i < il; i ++ ) { -+ -+ const group = groups[ i ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ const start = Math.max( group.start, drawRange.start ); -+ const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); -+ -+ for ( let j = start, jl = end; j < jl; j += 3 ) { -+ -+ const a = index.getX( j ); -+ const b = index.getX( j + 1 ); -+ const c = index.getX( j + 2 ); -+ -+ intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, 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); -+ intersects.push( intersection ); -+ - } -+ - } -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(index.count, drawRange.start + drawRange.count); -- for (let i = start, il = end; i < il; i += 3) { -- const a = index.getX(i); -- const b = index.getX(i + 1); -- const c = index.getX(i + 2); -- intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics -- intersects.push(intersection); -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, il = end; i < il; i += 3 ) { -+ -+ const a = index.getX( i ); -+ const b = index.getX( i + 1 ); -+ const c = index.getX( i + 2 ); -+ -+ intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, 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) { -+ -+ } else if ( position !== undefined ) { -+ - // non-indexed buffer geometry - -- if (Array.isArray(material)) { -- for (let i = 0, il = groups.length; i < il; i++) { -- const group = groups[i]; -- const groupMaterial = material[group.materialIndex]; -- const start = Math.max(group.start, drawRange.start); -- const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count)); -- for (let j = start, jl = end; j < jl; j += 3) { -+ if ( Array.isArray( material ) ) { -+ -+ for ( let i = 0, il = groups.length; i < il; i ++ ) { -+ -+ const group = groups[ i ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ const start = Math.max( group.start, drawRange.start ); -+ const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); -+ -+ for ( let j = start, jl = end; j < jl; j += 3 ) { -+ - const a = j; - const b = j + 1; - const c = j + 2; -- intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics -+ -+ intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, 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); -+ intersects.push( intersection ); -+ - } -+ - } -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(position.count, drawRange.start + drawRange.count); -- for (let i = start, il = end; i < il; i += 3) { -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, il = end; i < il; i += 3 ) { -+ - const a = i; - const b = i + 1; - const c = i + 2; -- intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics -- intersects.push(intersection); -+ -+ intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, uv, uv2, a, b, c ); -+ -+ if ( intersection ) { -+ -+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics -+ intersects.push( intersection ); -+ - } -+ - } -+ - } -+ - } -+ - } -+ - } --function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) { -+ -+function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { -+ - let intersect; -- if (material.side === BackSide) { -- intersect = ray.intersectTriangle(pC, pB, pA, true, point); -+ -+ if ( material.side === BackSide ) { -+ -+ intersect = ray.intersectTriangle( pC, pB, pA, true, point ); -+ - } else { -- intersect = ray.intersectTriangle(pA, pB, pC, material.side === FrontSide, point); -+ -+ intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); -+ - } -- if (intersect === null) return null; -- _intersectionPointWorld.copy(point); -- _intersectionPointWorld.applyMatrix4(object.matrixWorld); -- const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld); -- if (distance < raycaster.near || distance > raycaster.far) return null; -+ -+ if ( intersect === null ) return null; -+ -+ _intersectionPointWorld.copy( point ); -+ _intersectionPointWorld.applyMatrix4( object.matrixWorld ); -+ -+ const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) return null; -+ - return { - distance: distance, - point: _intersectionPointWorld.clone(), - object: object - }; -+ - } --function checkBufferGeometryIntersection(object, material, raycaster, ray, uv, uv2, a, b, c) { -- object.getVertexPosition(a, _vA$1); -- object.getVertexPosition(b, _vB$1); -- object.getVertexPosition(c, _vC$1); -- const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint); -- if (intersection) { -- if (uv) { -- _uvA$1.fromBufferAttribute(uv, a); -- _uvB$1.fromBufferAttribute(uv, b); -- _uvC$1.fromBufferAttribute(uv, c); -- intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()); -- } -- if (uv2) { -- _uvA$1.fromBufferAttribute(uv2, a); -- _uvB$1.fromBufferAttribute(uv2, b); -- _uvC$1.fromBufferAttribute(uv2, c); -- intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()); -+ -+function checkBufferGeometryIntersection( object, material, raycaster, ray, uv, uv2, a, b, c ) { -+ -+ object.getVertexPosition( a, _vA$1 ); -+ object.getVertexPosition( b, _vB$1 ); -+ object.getVertexPosition( c, _vC$1 ); -+ -+ const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint ); -+ -+ if ( intersection ) { -+ -+ if ( uv ) { -+ -+ _uvA$1.fromBufferAttribute( uv, a ); -+ _uvB$1.fromBufferAttribute( uv, b ); -+ _uvC$1.fromBufferAttribute( uv, c ); -+ -+ intersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); -+ -+ } -+ -+ if ( uv2 ) { -+ -+ _uvA$1.fromBufferAttribute( uv2, a ); -+ _uvB$1.fromBufferAttribute( uv2, b ); -+ _uvC$1.fromBufferAttribute( uv2, c ); -+ -+ intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); -+ - } -+ - const face = { - a: a, - b: b, -@@ -7319,16 +11207,25 @@ function checkBufferGeometryIntersection(object, material, raycaster, ray, uv, u - normal: new Vector3(), - materialIndex: 0 - }; -- Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal); -+ -+ Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); -+ - intersection.face = face; -+ - } -+ - return intersection; -+ - } - - class BoxGeometry extends BufferGeometry { -- constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) { -+ -+ constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { -+ - super(); -+ - this.type = 'BoxGeometry'; -+ - this.parameters = { - width: width, - height: height, -@@ -7337,13 +11234,14 @@ class BoxGeometry extends BufferGeometry { - heightSegments: heightSegments, - depthSegments: depthSegments - }; -+ - const scope = this; - - // segments - -- widthSegments = Math.floor(widthSegments); -- heightSegments = Math.floor(heightSegments); -- depthSegments = Math.floor(depthSegments); -+ widthSegments = Math.floor( widthSegments ); -+ heightSegments = Math.floor( heightSegments ); -+ depthSegments = Math.floor( depthSegments ); - - // buffers - -@@ -7359,67 +11257,78 @@ class BoxGeometry extends BufferGeometry { - - // 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 -+ 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) { -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ -+ function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { -+ - const segmentWidth = width / gridX; - const segmentHeight = height / gridY; -+ - const widthHalf = width / 2; - const heightHalf = height / 2; - const depthHalf = depth / 2; -+ - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; -+ - let vertexCounter = 0; - let groupCount = 0; -+ - const vector = new Vector3(); - - // generate vertices, normals and uvs - -- for (let iy = 0; iy < gridY1; iy++) { -+ for ( let iy = 0; iy < gridY1; iy ++ ) { -+ - const y = iy * segmentHeight - heightHalf; -- for (let ix = 0; ix < gridX1; ix++) { -+ -+ for ( let ix = 0; ix < gridX1; ix ++ ) { -+ - const x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - -- vector[u] = x * udir; -- vector[v] = y * vdir; -- vector[w] = depthHalf; -+ 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); -+ 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; -+ 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); -+ normals.push( vector.x, vector.y, vector.z ); - - // uvs - -- uvs.push(ix / gridX); -- uvs.push(1 - iy / gridY); -+ uvs.push( ix / gridX ); -+ uvs.push( 1 - ( iy / gridY ) ); - - // counters - - vertexCounter += 1; -+ - } -+ - } - - // indices -@@ -7428,27 +11337,31 @@ class BoxGeometry extends BufferGeometry { - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - -- for (let iy = 0; iy < gridY; iy++) { -- for (let ix = 0; ix < gridX; ix++) { -+ for ( let iy = 0; iy < gridY; iy ++ ) { -+ -+ for ( let ix = 0; ix < gridX; ix ++ ) { -+ - const a = numberOfVertices + ix + gridX1 * iy; -- const b = numberOfVertices + ix + gridX1 * (iy + 1); -- const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1); -- const d = numberOfVertices + (ix + 1) + gridX1 * iy; -+ const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); -+ const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); -+ const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ 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); -+ scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - -@@ -7457,253 +11370,400 @@ class BoxGeometry extends BufferGeometry { - // update total number of vertices - - numberOfVertices += vertexCounter; -+ - } -+ - } -- static fromJSON(data) { -- return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments); -+ -+ static fromJSON( data ) { -+ -+ return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); -+ - } -+ - } - - /** - * Uniform Utilities - */ - --function cloneUniforms(src) { -+function cloneUniforms( src ) { -+ - const dst = {}; -- for (const u in src) { -- dst[u] = {}; -- for (const p in src[u]) { -- const property = src[u][p]; -- if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) { -- dst[u][p] = property.clone(); -- } else if (Array.isArray(property)) { -- dst[u][p] = property.slice(); -+ -+ for ( const u in src ) { -+ -+ dst[ u ] = {}; -+ -+ for ( const p in src[ u ] ) { -+ -+ const property = src[ u ][ p ]; -+ -+ if ( property && ( property.isColor || -+ property.isMatrix3 || property.isMatrix4 || -+ property.isVector2 || property.isVector3 || property.isVector4 || -+ property.isTexture || property.isQuaternion ) ) { -+ -+ dst[ u ][ p ] = property.clone(); -+ -+ } else if ( Array.isArray( property ) ) { -+ -+ dst[ u ][ p ] = property.slice(); -+ - } else { -- dst[u][p] = property; -+ -+ dst[ u ][ p ] = property; -+ - } -+ - } -+ - } -+ - return dst; -+ - } --function mergeUniforms(uniforms) { -+ -+function mergeUniforms( uniforms ) { -+ - const merged = {}; -- for (let u = 0; u < uniforms.length; u++) { -- const tmp = cloneUniforms(uniforms[u]); -- for (const p in tmp) { -- merged[p] = tmp[p]; -+ -+ for ( let u = 0; u < uniforms.length; u ++ ) { -+ -+ const tmp = cloneUniforms( uniforms[ u ] ); -+ -+ for ( const p in tmp ) { -+ -+ merged[ p ] = tmp[ p ]; -+ - } -+ - } -+ - return merged; -+ - } --function cloneUniformsGroups(src) { -+ -+function cloneUniformsGroups( src ) { -+ - const dst = []; -- for (let u = 0; u < src.length; u++) { -- dst.push(src[u].clone()); -+ -+ for ( let u = 0; u < src.length; u ++ ) { -+ -+ dst.push( src[ u ].clone() ); -+ - } -+ - return dst; -+ - } --function getUnlitUniformColorSpace(renderer) { -- if (renderer.getRenderTarget() === null) { -+ -+function getUnlitUniformColorSpace( renderer ) { -+ -+ if ( renderer.getRenderTarget() === null ) { -+ - // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 - return renderer.outputEncoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace; -+ - } -+ - return LinearSRGBColorSpace; -+ - } - - // Legacy - --const UniformsUtils = { -- clone: cloneUniforms, -- merge: mergeUniforms --}; -+const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; - - var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - - var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - - class ShaderMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isShaderMaterial = true; -+ - this.type = 'ShaderMaterial'; -+ - this.defines = {}; - this.uniforms = {}; - this.uniformsGroups = []; -+ - 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.extensions = { -- derivatives: false, -- // set to use derivatives -- fragDepth: false, -- // set to use fragment depth values -- drawBuffers: false, -- // set to use draw buffers -+ 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] -+ 'color': [ 1, 1, 1 ], -+ 'uv': [ 0, 0 ], -+ 'uv2': [ 0, 0 ] - }; -+ - this.index0AttributeName = undefined; - this.uniformsNeedUpdate = false; -+ - this.glslVersion = null; -- if (parameters !== undefined) { -- this.setValues(parameters); -+ -+ if ( parameters !== undefined ) { -+ -+ this.setValues( parameters ); -+ - } -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; -- this.uniforms = cloneUniforms(source.uniforms); -- this.uniformsGroups = cloneUniformsGroups(source.uniformsGroups); -- this.defines = Object.assign({}, source.defines); -+ -+ this.uniforms = cloneUniforms( source.uniforms ); -+ this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); -+ -+ this.defines = Object.assign( {}, source.defines ); -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; -+ - this.fog = source.fog; - this.lights = source.lights; - this.clipping = source.clipping; -- this.extensions = Object.assign({}, source.extensions); -+ -+ this.extensions = Object.assign( {}, source.extensions ); -+ - this.glslVersion = source.glslVersion; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.glslVersion = this.glslVersion; - data.uniforms = {}; -- for (const name in this.uniforms) { -- const uniform = this.uniforms[name]; -+ -+ for ( const name in this.uniforms ) { -+ -+ const uniform = this.uniforms[ name ]; - const value = uniform.value; -- if (value && value.isTexture) { -- data.uniforms[name] = { -+ -+ if ( value && value.isTexture ) { -+ -+ data.uniforms[ name ] = { - type: 't', -- value: value.toJSON(meta).uuid -+ value: value.toJSON( meta ).uuid - }; -- } else if (value && value.isColor) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isColor ) { -+ -+ data.uniforms[ name ] = { - type: 'c', - value: value.getHex() - }; -- } else if (value && value.isVector2) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isVector2 ) { -+ -+ data.uniforms[ name ] = { - type: 'v2', - value: value.toArray() - }; -- } else if (value && value.isVector3) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isVector3 ) { -+ -+ data.uniforms[ name ] = { - type: 'v3', - value: value.toArray() - }; -- } else if (value && value.isVector4) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isVector4 ) { -+ -+ data.uniforms[ name ] = { - type: 'v4', - value: value.toArray() - }; -- } else if (value && value.isMatrix3) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isMatrix3 ) { -+ -+ data.uniforms[ name ] = { - type: 'm3', - value: value.toArray() - }; -- } else if (value && value.isMatrix4) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isMatrix4 ) { -+ -+ data.uniforms[ name ] = { - type: 'm4', - value: value.toArray() - }; -+ - } else { -- data.uniforms[name] = { -+ -+ 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; -+ if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; -+ - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; -+ - const extensions = {}; -- for (const key in this.extensions) { -- if (this.extensions[key] === true) extensions[key] = true; -+ -+ for ( const key in this.extensions ) { -+ -+ if ( this.extensions[ key ] === true ) extensions[ key ] = true; -+ - } -- if (Object.keys(extensions).length > 0) data.extensions = extensions; -+ -+ if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; -+ - return data; -+ - } -+ - } - - class Camera extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isCamera = true; -+ - this.type = 'Camera'; -+ - this.matrixWorldInverse = new Matrix4(); -+ - this.projectionMatrix = new Matrix4(); - this.projectionMatrixInverse = new Matrix4(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.matrixWorldInverse.copy(source.matrixWorldInverse); -- this.projectionMatrix.copy(source.projectionMatrix); -- this.projectionMatrixInverse.copy(source.projectionMatrixInverse); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.matrixWorldInverse.copy( source.matrixWorldInverse ); -+ -+ this.projectionMatrix.copy( source.projectionMatrix ); -+ this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); -+ - return this; -+ - } -- getWorldDirection(target) { -- this.updateWorldMatrix(true, false); -+ -+ getWorldDirection( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ - const e = this.matrixWorld.elements; -- return target.set(-e[8], -e[9], -e[10]).normalize(); -+ -+ return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -- this.matrixWorldInverse.copy(this.matrixWorld).invert(); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ -+ this.matrixWorldInverse.copy( this.matrixWorld ).invert(); -+ - } -- updateWorldMatrix(updateParents, updateChildren) { -- super.updateWorldMatrix(updateParents, updateChildren); -- this.matrixWorldInverse.copy(this.matrixWorld).invert(); -+ -+ updateWorldMatrix( updateParents, updateChildren ) { -+ -+ super.updateWorldMatrix( updateParents, updateChildren ); -+ -+ this.matrixWorldInverse.copy( this.matrixWorld ).invert(); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - class PerspectiveCamera extends Camera { -- constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) { -+ -+ constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { -+ - super(); -+ - this.isPerspectiveCamera = true; -+ - this.type = 'PerspectiveCamera'; -+ - this.fov = fov; - this.zoom = 1; -+ - this.near = near; - this.far = far; - this.focus = 10; -+ - this.aspect = aspect; - this.view = null; -- this.filmGauge = 35; // width of the film (default in millimeters) -- this.filmOffset = 0; // horizontal film offset (same unit as gauge) -+ -+ this.filmGauge = 35; // width of the film (default in millimeters) -+ this.filmOffset = 0; // horizontal film offset (same unit as gauge) - - this.updateProjectionMatrix(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.fov = source.fov; - this.zoom = source.zoom; -+ - this.near = source.near; - this.far = source.far; - this.focus = source.focus; -+ - this.aspect = source.aspect; -- this.view = source.view === null ? null : Object.assign({}, source.view); -+ this.view = source.view === null ? null : Object.assign( {}, source.view ); -+ - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; -+ - return this; -+ - } - - /** -@@ -7714,30 +11774,46 @@ class PerspectiveCamera extends Camera { - * - * Values for focal length and film gauge must have the same unit. - */ -- setFocalLength(focalLength) { -+ setFocalLength( focalLength ) { -+ - /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ - const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; -- this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope); -+ -+ this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); -+ - } - - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength() { -- const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov); -+ -+ const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); -+ - return 0.5 * this.getFilmHeight() / vExtentSlope; -+ - } -+ - getEffectiveFOV() { -- return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom); -+ -+ return RAD2DEG * 2 * Math.atan( -+ Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); -+ - } -+ - getFilmWidth() { -+ - // film not completely covered in portrait format (aspect < 1) -- return this.filmGauge * Math.min(this.aspect, 1); -+ return this.filmGauge * Math.min( this.aspect, 1 ); -+ - } -+ - getFilmHeight() { -+ - // film not completely covered in landscape format (aspect > 1) -- return this.filmGauge / Math.max(this.aspect, 1); -+ return this.filmGauge / Math.max( this.aspect, 1 ); -+ - } - - /** -@@ -7747,37 +11823,40 @@ class PerspectiveCamera extends Camera { - * 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 | -- * +---+---+---+ -+ * +---+---+---+ -+ * | A | B | C | -+ * +---+---+---+ -+ * | D | E | F | -+ * +---+---+---+ - * - * then for each monitor you would call it like this - * -- * const w = 1920; -- * const h = 1080; -- * const fullWidth = w * 3; -- * const fullHeight = h * 2; -+ * const w = 1920; -+ * const h = 1080; -+ * const fullWidth = w * 3; -+ * const fullHeight = h * 2; - * -- * --A-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); -- * --B-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); -- * --C-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); -- * --D-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); -- * --E-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); -- * --F-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); -+ * --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. -+ * Note there is no reason monitors have to be the same size or in a grid. - */ -- setViewOffset(fullWidth, fullHeight, x, y, width, height) { -+ setViewOffset( fullWidth, fullHeight, x, y, width, height ) { -+ - this.aspect = fullWidth / fullHeight; -- if (this.view === null) { -+ -+ if ( this.view === null ) { -+ - this.view = { - enabled: true, - fullWidth: 1, -@@ -7787,7 +11866,9 @@ class PerspectiveCamera extends Camera { - width: 1, - height: 1 - }; -+ - } -+ - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; -@@ -7795,145 +11876,220 @@ class PerspectiveCamera extends Camera { - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; -+ - this.updateProjectionMatrix(); -+ - } -+ - clearViewOffset() { -- if (this.view !== null) { -+ -+ if ( this.view !== null ) { -+ - this.view.enabled = false; -+ - } -+ - this.updateProjectionMatrix(); -+ - } -+ - updateProjectionMatrix() { -+ - const near = this.near; -- let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom; -+ let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; - let height = 2 * top; - let width = this.aspect * height; -- let left = -0.5 * width; -+ let left = - 0.5 * width; - const view = this.view; -- if (this.view !== null && this.view.enabled) { -+ -+ if ( this.view !== null && this.view.enabled ) { -+ - const fullWidth = view.fullWidth, - fullHeight = view.fullHeight; -+ - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; -+ - } -+ - const skew = this.filmOffset; -- if (skew !== 0) left += near * skew / this.getFilmWidth(); -- this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far); -- this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); -+ if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); -+ -+ this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); -+ -+ this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.fov = this.fov; - data.object.zoom = this.zoom; -+ - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; -+ - data.object.aspect = this.aspect; -- if (this.view !== null) data.object.view = Object.assign({}, this.view); -+ -+ if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); -+ - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; -+ - return data; -+ - } -+ - } - --const fov = -90; // negative fov is not an error -+const fov = - 90; // negative fov is not an error - const aspect = 1; -+ - class CubeCamera extends Object3D { -- constructor(near, far, renderTarget) { -+ -+ constructor( near, far, renderTarget ) { -+ - super(); -+ - this.type = 'CubeCamera'; -+ - this.renderTarget = renderTarget; -- const cameraPX = new PerspectiveCamera(fov, aspect, near, far); -+ -+ const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.layers = this.layers; -- cameraPX.up.set(0, 1, 0); -- cameraPX.lookAt(1, 0, 0); -- this.add(cameraPX); -- const cameraNX = new PerspectiveCamera(fov, aspect, near, far); -+ cameraPX.up.set( 0, 1, 0 ); -+ cameraPX.lookAt( 1, 0, 0 ); -+ this.add( cameraPX ); -+ -+ const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.layers = this.layers; -- cameraNX.up.set(0, 1, 0); -- cameraNX.lookAt(-1, 0, 0); -- this.add(cameraNX); -- const cameraPY = new PerspectiveCamera(fov, aspect, near, far); -+ cameraNX.up.set( 0, 1, 0 ); -+ cameraNX.lookAt( - 1, 0, 0 ); -+ this.add( cameraNX ); -+ -+ const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.layers = this.layers; -- cameraPY.up.set(0, 0, -1); -- cameraPY.lookAt(0, 1, 0); -- this.add(cameraPY); -- const cameraNY = new PerspectiveCamera(fov, aspect, near, far); -+ cameraPY.up.set( 0, 0, - 1 ); -+ cameraPY.lookAt( 0, 1, 0 ); -+ this.add( cameraPY ); -+ -+ const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.layers = this.layers; -- cameraNY.up.set(0, 0, 1); -- cameraNY.lookAt(0, -1, 0); -- this.add(cameraNY); -- const cameraPZ = new PerspectiveCamera(fov, aspect, near, far); -+ cameraNY.up.set( 0, 0, 1 ); -+ cameraNY.lookAt( 0, - 1, 0 ); -+ this.add( cameraNY ); -+ -+ const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.layers = this.layers; -- cameraPZ.up.set(0, 1, 0); -- cameraPZ.lookAt(0, 0, 1); -- this.add(cameraPZ); -- const cameraNZ = new PerspectiveCamera(fov, aspect, near, far); -+ cameraPZ.up.set( 0, 1, 0 ); -+ cameraPZ.lookAt( 0, 0, 1 ); -+ this.add( cameraPZ ); -+ -+ const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.layers = this.layers; -- cameraNZ.up.set(0, 1, 0); -- cameraNZ.lookAt(0, 0, -1); -- this.add(cameraNZ); -+ cameraNZ.up.set( 0, 1, 0 ); -+ cameraNZ.lookAt( 0, 0, - 1 ); -+ this.add( cameraNZ ); -+ - } -- update(renderer, scene) { -- if (this.parent === null) this.updateMatrixWorld(); -+ -+ update( renderer, scene ) { -+ -+ if ( this.parent === null ) this.updateMatrixWorld(); -+ - const renderTarget = this.renderTarget; -- const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children; -+ -+ const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; -+ - const currentRenderTarget = renderer.getRenderTarget(); -+ - const currentToneMapping = renderer.toneMapping; - const currentXrEnabled = renderer.xr.enabled; -+ - renderer.toneMapping = NoToneMapping; - renderer.xr.enabled = false; -+ - const generateMipmaps = renderTarget.texture.generateMipmaps; -+ - renderTarget.texture.generateMipmaps = false; -- renderer.setRenderTarget(renderTarget, 0); -- renderer.render(scene, cameraPX); -- renderer.setRenderTarget(renderTarget, 1); -- renderer.render(scene, cameraNX); -- renderer.setRenderTarget(renderTarget, 2); -- renderer.render(scene, cameraPY); -- renderer.setRenderTarget(renderTarget, 3); -- renderer.render(scene, cameraNY); -- renderer.setRenderTarget(renderTarget, 4); -- renderer.render(scene, cameraPZ); -+ -+ renderer.setRenderTarget( renderTarget, 0 ); -+ renderer.render( scene, cameraPX ); -+ -+ renderer.setRenderTarget( renderTarget, 1 ); -+ renderer.render( scene, cameraNX ); -+ -+ renderer.setRenderTarget( renderTarget, 2 ); -+ renderer.render( scene, cameraPY ); -+ -+ renderer.setRenderTarget( renderTarget, 3 ); -+ renderer.render( scene, cameraNY ); -+ -+ renderer.setRenderTarget( renderTarget, 4 ); -+ renderer.render( scene, cameraPZ ); -+ - renderTarget.texture.generateMipmaps = generateMipmaps; -- renderer.setRenderTarget(renderTarget, 5); -- renderer.render(scene, cameraNZ); -- renderer.setRenderTarget(currentRenderTarget); -+ -+ renderer.setRenderTarget( renderTarget, 5 ); -+ renderer.render( scene, cameraNZ ); -+ -+ renderer.setRenderTarget( currentRenderTarget ); -+ - renderer.toneMapping = currentToneMapping; - renderer.xr.enabled = currentXrEnabled; -+ - renderTarget.texture.needsPMREMUpdate = true; -+ - } -+ - } - - class CubeTexture extends Texture { -- constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) { -+ -+ constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { -+ - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; -- super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); -+ -+ super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); -+ - this.isCubeTexture = true; -+ - this.flipY = false; -+ - } -+ - get images() { -+ - return this.image; -+ - } -- set images(value) { -+ -+ set images( value ) { -+ - this.image = value; -+ - } -+ - } - - class WebGLCubeRenderTarget extends WebGLRenderTarget { -- constructor(size = 1, options = {}) { -- super(size, size, options); -+ -+ constructor( size = 1, options = {} ) { -+ -+ super( size, size, options ); -+ - this.isWebGLCubeRenderTarget = true; -- const image = { -- width: size, -- height: size, -- depth: 1 -- }; -- const images = [image, image, image, image, image, image]; -- this.texture = new CubeTexture(images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding); -+ -+ const image = { width: size, height: size, depth: 1 }; -+ const images = [ image, image, image, image, image, image ]; -+ -+ this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - - // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) - // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, -@@ -7944,21 +12100,27 @@ class WebGLCubeRenderTarget extends WebGLRenderTarget { - // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). - - this.texture.isRenderTargetTexture = true; -+ - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; - this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; -+ - } -- fromEquirectangularTexture(renderer, texture) { -+ -+ fromEquirectangularTexture( renderer, texture ) { -+ - this.texture.type = texture.type; - this.texture.encoding = texture.encoding; -+ - this.texture.generateMipmaps = texture.generateMipmaps; - this.texture.minFilter = texture.minFilter; - this.texture.magFilter = texture.magFilter; -+ - const shader = { -+ - uniforms: { -- tEquirect: { -- value: null -- } -+ tEquirect: { value: null }, - }, -+ - vertexShader: /* glsl */` - - varying vec3 vWorldDirection; -@@ -7978,6 +12140,7 @@ class WebGLCubeRenderTarget extends WebGLRenderTarget { - - } - `, -+ - fragmentShader: /* glsl */` - - uniform sampler2D tEquirect; -@@ -7997,410 +12160,718 @@ class WebGLCubeRenderTarget extends WebGLRenderTarget { - } - ` - }; -- const geometry = new BoxGeometry(5, 5, 5); -- const material = new ShaderMaterial({ -+ -+ const geometry = new BoxGeometry( 5, 5, 5 ); -+ -+ const material = new ShaderMaterial( { -+ - name: 'CubemapFromEquirect', -- uniforms: cloneUniforms(shader.uniforms), -+ -+ uniforms: cloneUniforms( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader, - side: BackSide, - blending: NoBlending -- }); -+ -+ } ); -+ - material.uniforms.tEquirect.value = texture; -- const mesh = new Mesh(geometry, material); -+ -+ const mesh = new Mesh( geometry, material ); -+ - const currentMinFilter = texture.minFilter; - - // Avoid blurred poles -- if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter; -- const camera = new CubeCamera(1, 10, this); -- camera.update(renderer, mesh); -+ if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; -+ -+ const camera = new CubeCamera( 1, 10, this ); -+ camera.update( renderer, mesh ); -+ - texture.minFilter = currentMinFilter; -+ - mesh.geometry.dispose(); - mesh.material.dispose(); -+ - return this; -+ - } -- clear(renderer, color, depth, stencil) { -+ -+ clear( renderer, color, depth, stencil ) { -+ - const currentRenderTarget = renderer.getRenderTarget(); -- for (let i = 0; i < 6; i++) { -- renderer.setRenderTarget(this, i); -- renderer.clear(color, depth, stencil); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ renderer.setRenderTarget( this, i ); -+ -+ renderer.clear( color, depth, stencil ); -+ - } -- renderer.setRenderTarget(currentRenderTarget); -+ -+ renderer.setRenderTarget( currentRenderTarget ); -+ -+ } -+ -+} -+ -+/** -+ * @author fernandojsg / http://fernandojsg.com -+ * @author Takahiro https://github.com/takahirox -+ */ -+ -+class WebGLMultiviewRenderTarget extends WebGLRenderTarget { -+ -+ constructor( width, height, numViews, options = {} ) { -+ -+ super( width, height, options ); -+ -+ this.depthBuffer = false; -+ this.stencilBuffer = false; -+ -+ this.numViews = numViews; -+ -+ } -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.numViews = source.numViews; -+ -+ return this; -+ - } -+ - } - --const _vector1 = /*@__PURE__*/new Vector3(); --const _vector2 = /*@__PURE__*/new Vector3(); --const _normalMatrix = /*@__PURE__*/new Matrix3(); -+WebGLMultiviewRenderTarget.prototype.isWebGLMultiviewRenderTarget = true; -+ -+const _vector1 = /*@__PURE__*/ new Vector3(); -+const _vector2 = /*@__PURE__*/ new Vector3(); -+const _normalMatrix = /*@__PURE__*/ new Matrix3(); -+ - class Plane { -- constructor(normal = new Vector3(1, 0, 0), constant = 0) { -+ -+ constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { -+ - this.isPlane = true; - - // normal is assumed to be normalized - - this.normal = normal; - this.constant = constant; -+ - } -- set(normal, constant) { -- this.normal.copy(normal); -+ -+ set( normal, constant ) { -+ -+ this.normal.copy( normal ); - this.constant = constant; -+ - return this; -+ - } -- setComponents(x, y, z, w) { -- this.normal.set(x, y, z); -+ -+ setComponents( x, y, z, w ) { -+ -+ this.normal.set( x, y, z ); - this.constant = w; -+ - return this; -+ - } -- setFromNormalAndCoplanarPoint(normal, point) { -- this.normal.copy(normal); -- this.constant = -point.dot(this.normal); -+ -+ setFromNormalAndCoplanarPoint( normal, point ) { -+ -+ this.normal.copy( normal ); -+ this.constant = - point.dot( this.normal ); -+ - return this; -+ - } -- setFromCoplanarPoints(a, b, c) { -- const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); -+ -+ setFromCoplanarPoints( a, b, c ) { -+ -+ const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); - - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - -- this.setFromNormalAndCoplanarPoint(normal, a); -+ this.setFromNormalAndCoplanarPoint( normal, a ); -+ - return this; -+ - } -- copy(plane) { -- this.normal.copy(plane.normal); -+ -+ copy( plane ) { -+ -+ this.normal.copy( plane.normal ); - this.constant = plane.constant; -+ - return this; -+ - } -+ - normalize() { -+ - // Note: will lead to a divide by zero if the plane is invalid. - - const inverseNormalLength = 1.0 / this.normal.length(); -- this.normal.multiplyScalar(inverseNormalLength); -+ this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; -+ - return this; -+ - } -+ - negate() { -- this.constant *= -1; -+ -+ this.constant *= - 1; - this.normal.negate(); -+ - return this; -+ - } -- distanceToPoint(point) { -- return this.normal.dot(point) + this.constant; -+ -+ distanceToPoint( point ) { -+ -+ return this.normal.dot( point ) + this.constant; -+ - } -- distanceToSphere(sphere) { -- return this.distanceToPoint(sphere.center) - sphere.radius; -+ -+ distanceToSphere( sphere ) { -+ -+ return this.distanceToPoint( sphere.center ) - sphere.radius; -+ - } -- projectPoint(point, target) { -- return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point); -+ -+ projectPoint( point, target ) { -+ -+ return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); -+ - } -- intersectLine(line, target) { -- const direction = line.delta(_vector1); -- const denominator = this.normal.dot(direction); -- if (denominator === 0) { -+ -+ intersectLine( line, target ) { -+ -+ const direction = line.delta( _vector1 ); -+ -+ const denominator = this.normal.dot( direction ); -+ -+ if ( denominator === 0 ) { -+ - // line is coplanar, return origin -- if (this.distanceToPoint(line.start) === 0) { -- return target.copy(line.start); -+ if ( this.distanceToPoint( line.start ) === 0 ) { -+ -+ return target.copy( line.start ); -+ - } - - // Unsure if this is the correct method to handle this case. - return null; -+ - } -- const t = -(line.start.dot(this.normal) + this.constant) / denominator; -- if (t < 0 || t > 1) { -+ -+ const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; -+ -+ if ( t < 0 || t > 1 ) { -+ - return null; -+ - } -- return target.copy(direction).multiplyScalar(t).add(line.start); -+ -+ return target.copy( direction ).multiplyScalar( t ).add( line.start ); -+ - } -- intersectsLine(line) { -+ -+ intersectsLine( line ) { -+ - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - -- const startSign = this.distanceToPoint(line.start); -- const endSign = this.distanceToPoint(line.end); -- return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0; -+ const startSign = this.distanceToPoint( line.start ); -+ const endSign = this.distanceToPoint( line.end ); -+ -+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); -+ - } -- intersectsBox(box) { -- return box.intersectsPlane(this); -+ -+ intersectsBox( box ) { -+ -+ return box.intersectsPlane( this ); -+ - } -- intersectsSphere(sphere) { -- return sphere.intersectsPlane(this); -+ -+ intersectsSphere( sphere ) { -+ -+ return sphere.intersectsPlane( this ); -+ - } -- coplanarPoint(target) { -- return target.copy(this.normal).multiplyScalar(-this.constant); -+ -+ coplanarPoint( target ) { -+ -+ return target.copy( this.normal ).multiplyScalar( - this.constant ); -+ - } -- applyMatrix4(matrix, optionalNormalMatrix) { -- const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix); -- const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix); -- const normal = this.normal.applyMatrix3(normalMatrix).normalize(); -- this.constant = -referencePoint.dot(normal); -+ -+ applyMatrix4( matrix, optionalNormalMatrix ) { -+ -+ const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); -+ -+ const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); -+ -+ const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); -+ -+ this.constant = - referencePoint.dot( normal ); -+ - return this; -+ - } -- translate(offset) { -- this.constant -= offset.dot(this.normal); -+ -+ translate( offset ) { -+ -+ this.constant -= offset.dot( this.normal ); -+ - return this; -+ - } -- equals(plane) { -- return plane.normal.equals(this.normal) && plane.constant === this.constant; -+ -+ equals( plane ) { -+ -+ return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - --const _sphere$2 = /*@__PURE__*/new Sphere(); --const _vector$7 = /*@__PURE__*/new Vector3(); -+const _sphere$2 = /*@__PURE__*/ new Sphere(); -+const _vector$7 = /*@__PURE__*/ new Vector3(); -+ - class Frustum { -- constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) { -- this.planes = [p0, p1, p2, p3, p4, p5]; -+ -+ constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { -+ -+ this.planes = [ p0, p1, p2, p3, p4, p5 ]; -+ - } -- set(p0, p1, p2, p3, p4, p5) { -+ -+ set( p0, p1, p2, p3, p4, p5 ) { -+ - const planes = this.planes; -- planes[0].copy(p0); -- planes[1].copy(p1); -- planes[2].copy(p2); -- planes[3].copy(p3); -- planes[4].copy(p4); -- planes[5].copy(p5); -+ -+ planes[ 0 ].copy( p0 ); -+ planes[ 1 ].copy( p1 ); -+ planes[ 2 ].copy( p2 ); -+ planes[ 3 ].copy( p3 ); -+ planes[ 4 ].copy( p4 ); -+ planes[ 5 ].copy( p5 ); -+ - return this; -+ - } -- copy(frustum) { -+ -+ copy( frustum ) { -+ - const planes = this.planes; -- for (let i = 0; i < 6; i++) { -- planes[i].copy(frustum.planes[i]); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ planes[ i ].copy( frustum.planes[ i ] ); -+ - } -+ - return this; -+ - } -- setFromProjectionMatrix(m) { -+ -+ setFromProjectionMatrix( m ) { -+ - const planes = this.planes; - const me = m.elements; -- const me0 = me[0], -- me1 = me[1], -- me2 = me[2], -- me3 = me[3]; -- const me4 = me[4], -- me5 = me[5], -- me6 = me[6], -- me7 = me[7]; -- const me8 = me[8], -- me9 = me[9], -- me10 = me[10], -- me11 = me[11]; -- const me12 = me[12], -- me13 = me[13], -- me14 = me[14], -- me15 = me[15]; -- planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize(); -- planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize(); -- planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize(); -- planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize(); -- planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize(); -- planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize(); -- return this; -- } -- intersectsObject(object) { -+ const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; -+ const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; -+ const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; -+ const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; -+ -+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); -+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); -+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); -+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); -+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); -+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); -+ -+ return this; -+ -+ } -+ -+ intersectsObject( object ) { -+ - const geometry = object.geometry; -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld); -- return this.intersectsSphere(_sphere$2); -+ -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); -+ -+ return this.intersectsSphere( _sphere$2 ); -+ - } -- intersectsSprite(sprite) { -- _sphere$2.center.set(0, 0, 0); -+ -+ intersectsSprite( sprite ) { -+ -+ _sphere$2.center.set( 0, 0, 0 ); - _sphere$2.radius = 0.7071067811865476; -- _sphere$2.applyMatrix4(sprite.matrixWorld); -- return this.intersectsSphere(_sphere$2); -+ _sphere$2.applyMatrix4( sprite.matrixWorld ); -+ -+ return this.intersectsSphere( _sphere$2 ); -+ - } -- intersectsSphere(sphere) { -+ -+ intersectsSphere( sphere ) { -+ - const planes = this.planes; - const center = sphere.center; -- const negRadius = -sphere.radius; -- for (let i = 0; i < 6; i++) { -- const distance = planes[i].distanceToPoint(center); -- if (distance < negRadius) { -+ const negRadius = - sphere.radius; -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ const distance = planes[ i ].distanceToPoint( center ); -+ -+ if ( distance < negRadius ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -- intersectsBox(box) { -- const planes = this.planes; -- for (let i = 0; i < 6; i++) { -- const plane = planes[i]; - -- // corner at max distance -+ intersectsBox( box ) { -+ -+ const planes = this.planes; -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ const plane = planes[ i ]; -+ -+ // corner at max distance - - _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; - _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; - _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; -- if (plane.distanceToPoint(_vector$7) < 0) { -+ -+ if ( plane.distanceToPoint( _vector$7 ) < 0 ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -- containsPoint(point) { -+ -+ containsPoint( point ) { -+ - const planes = this.planes; -- for (let i = 0; i < 6; i++) { -- if (planes[i].distanceToPoint(point) < 0) { -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ if ( planes[ i ].distanceToPoint( point ) < 0 ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - function WebGLAnimation() { -+ - let context = null; - let isAnimating = false; - let animationLoop = null; - let requestId = null; -- function onAnimationFrame(time, frame) { -- animationLoop(time, frame); -- requestId = context.requestAnimationFrame(onAnimationFrame); -+ -+ function onAnimationFrame( time, frame ) { -+ -+ animationLoop( time, frame ); -+ -+ requestId = context.requestAnimationFrame( onAnimationFrame ); -+ - } -+ - return { -+ - start: function () { -- if (isAnimating === true) return; -- if (animationLoop === null) return; -- requestId = context.requestAnimationFrame(onAnimationFrame); -+ -+ if ( isAnimating === true ) return; -+ if ( animationLoop === null ) return; -+ -+ requestId = context.requestAnimationFrame( onAnimationFrame ); -+ - isAnimating = true; -+ - }, -+ - stop: function () { -- context.cancelAnimationFrame(requestId); -+ -+ context.cancelAnimationFrame( requestId ); -+ - isAnimating = false; -+ - }, -- setAnimationLoop: function (callback) { -+ -+ setAnimationLoop: function ( callback ) { -+ - animationLoop = callback; -+ - }, -- setContext: function (value) { -+ -+ setContext: function ( value ) { -+ - context = value; -+ - } -+ - }; -+ - } - --function WebGLAttributes(gl, capabilities) { -+function WebGLAttributes( gl, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - const buffers = new WeakMap(); -- function createBuffer(attribute, bufferType) { -+ -+ function createBuffer( attribute, bufferType ) { -+ - const array = attribute.array; - const usage = attribute.usage; -+ - const buffer = gl.createBuffer(); -- gl.bindBuffer(bufferType, buffer); -- gl.bufferData(bufferType, array, usage); -+ -+ gl.bindBuffer( bufferType, buffer ); -+ gl.bufferData( bufferType, array, usage ); -+ - attribute.onUploadCallback(); -+ - let type; -- if (array instanceof Float32Array) { -+ -+ if ( array instanceof Float32Array ) { -+ - type = gl.FLOAT; -- } else if (array instanceof Uint16Array) { -- if (attribute.isFloat16BufferAttribute) { -- if (isWebGL2) { -+ -+ } else if ( array instanceof Uint16Array ) { -+ -+ if ( attribute.isFloat16BufferAttribute ) { -+ -+ if ( isWebGL2 ) { -+ - type = gl.HALF_FLOAT; -+ - } else { -- throw new Error('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.'); -+ -+ throw new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' ); -+ - } -+ - } else { -+ - type = gl.UNSIGNED_SHORT; -+ - } -- } else if (array instanceof Int16Array) { -+ -+ } else if ( array instanceof Int16Array ) { -+ - type = gl.SHORT; -- } else if (array instanceof Uint32Array) { -+ -+ } else if ( array instanceof Uint32Array ) { -+ - type = gl.UNSIGNED_INT; -- } else if (array instanceof Int32Array) { -+ -+ } else if ( array instanceof Int32Array ) { -+ - type = gl.INT; -- } else if (array instanceof Int8Array) { -+ -+ } else if ( array instanceof Int8Array ) { -+ - type = gl.BYTE; -- } else if (array instanceof Uint8Array) { -+ -+ } else if ( array instanceof Uint8Array ) { -+ - type = gl.UNSIGNED_BYTE; -- } else if (array instanceof Uint8ClampedArray) { -+ -+ } else if ( array instanceof Uint8ClampedArray ) { -+ - type = gl.UNSIGNED_BYTE; -+ - } else { -- throw new Error('THREE.WebGLAttributes: Unsupported buffer data format: ' + array); -+ -+ throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); -+ - } -+ - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version - }; -+ - } -- function updateBuffer(buffer, attribute, bufferType) { -+ -+ function updateBuffer( buffer, attribute, bufferType ) { -+ - const array = attribute.array; - const updateRange = attribute.updateRange; -- gl.bindBuffer(bufferType, buffer); -- if (updateRange.count === -1) { -+ -+ gl.bindBuffer( bufferType, buffer ); -+ -+ if ( updateRange.count === - 1 ) { -+ - // Not using update ranges - -- gl.bufferSubData(bufferType, 0, array); -+ gl.bufferSubData( bufferType, 0, array ); -+ - } else { -- if (isWebGL2) { -- gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count); -+ -+ if ( isWebGL2 ) { -+ -+ gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, -+ array, updateRange.offset, updateRange.count ); -+ - } else { -- gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count)); -+ -+ gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, -+ array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); -+ - } -- updateRange.count = -1; // reset range -+ -+ updateRange.count = - 1; // reset range -+ - } - - attribute.onUploadCallback(); -+ - } - - // - -- function get(attribute) { -- if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; -- return buffers.get(attribute); -+ function get( attribute ) { -+ -+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; -+ -+ return buffers.get( attribute ); -+ - } -- function remove(attribute) { -- if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; -- const data = buffers.get(attribute); -- if (data) { -- gl.deleteBuffer(data.buffer); -- buffers.delete(attribute); -+ -+ function remove( attribute ) { -+ -+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; -+ -+ const data = buffers.get( attribute ); -+ -+ if ( data ) { -+ -+ gl.deleteBuffer( data.buffer ); -+ -+ buffers.delete( attribute ); -+ - } -+ - } -- function update(attribute, bufferType) { -- if (attribute.isGLBufferAttribute) { -- const cached = buffers.get(attribute); -- if (!cached || cached.version < attribute.version) { -- buffers.set(attribute, { -+ -+ function update( attribute, bufferType ) { -+ -+ if ( attribute.isGLBufferAttribute ) { -+ -+ const cached = buffers.get( attribute ); -+ -+ if ( ! cached || cached.version < attribute.version ) { -+ -+ buffers.set( attribute, { - buffer: attribute.buffer, - type: attribute.type, - bytesPerElement: attribute.elementSize, - version: attribute.version -- }); -+ } ); -+ - } -+ - return; -+ - } -- if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; -- const data = buffers.get(attribute); -- if (data === undefined) { -- buffers.set(attribute, createBuffer(attribute, bufferType)); -- } else if (data.version < attribute.version) { -- updateBuffer(data.buffer, attribute, bufferType); -+ -+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; -+ -+ const data = buffers.get( attribute ); -+ -+ if ( data === undefined ) { -+ -+ buffers.set( attribute, createBuffer( attribute, bufferType ) ); -+ -+ } else if ( data.version < attribute.version ) { -+ -+ updateBuffer( data.buffer, attribute, bufferType ); -+ - data.version = attribute.version; -+ - } -+ - } -+ - return { -+ - get: get, - remove: remove, - update: update -+ - }; -+ - } - - class PlaneGeometry extends BufferGeometry { -- constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) { -+ -+ constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { -+ - super(); -+ - this.type = 'PlaneGeometry'; -+ - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; -+ - const width_half = width / 2; - const height_half = height / 2; -- const gridX = Math.floor(widthSegments); -- const gridY = Math.floor(heightSegments); -+ -+ const gridX = Math.floor( widthSegments ); -+ const gridY = Math.floor( heightSegments ); -+ - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; -+ - const segment_width = width / gridX; - const segment_height = height / gridY; - -@@ -8410,34 +12881,55 @@ class PlaneGeometry extends BufferGeometry { - const vertices = []; - const normals = []; - const uvs = []; -- for (let iy = 0; iy < gridY1; iy++) { -+ -+ for ( let iy = 0; iy < gridY1; iy ++ ) { -+ - const y = iy * segment_height - height_half; -- for (let ix = 0; ix < gridX1; ix++) { -+ -+ for ( let ix = 0; ix < gridX1; ix ++ ) { -+ - const x = ix * segment_width - width_half; -- vertices.push(x, -y, 0); -- normals.push(0, 0, 1); -- uvs.push(ix / gridX); -- uvs.push(1 - iy / gridY); -+ -+ vertices.push( x, - y, 0 ); -+ -+ normals.push( 0, 0, 1 ); -+ -+ uvs.push( ix / gridX ); -+ uvs.push( 1 - ( iy / gridY ) ); -+ - } -+ - } -- for (let iy = 0; iy < gridY; iy++) { -- for (let ix = 0; ix < gridX; ix++) { -+ -+ for ( let iy = 0; iy < gridY; iy ++ ) { -+ -+ for ( let ix = 0; ix < gridX; ix ++ ) { -+ - const a = ix + gridX1 * iy; -- const b = ix + gridX1 * (iy + 1); -- const c = ix + 1 + gridX1 * (iy + 1); -- const d = ix + 1 + gridX1 * iy; -- indices.push(a, b, d); -- indices.push(b, c, d); -+ const b = ix + gridX1 * ( iy + 1 ); -+ const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); -+ const d = ( ix + 1 ) + gridX1 * iy; -+ -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments); -+ -+ static fromJSON( data ) { -+ -+ return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); -+ - } -+ - } - - var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; -@@ -8456,9 +12948,9 @@ 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 = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_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_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * D );\n}\n#ifdef USE_IRIDESCENCE\n\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif"; -+var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_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_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * D );\n}\n#ifdef USE_IRIDESCENCE\n\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif"; - --var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; -+var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; - - var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; - -@@ -8538,7 +13030,7 @@ var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhong - - var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif"; - --var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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 USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - -@@ -8610,9 +13102,9 @@ var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUG - - var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - --var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; -+var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; - --var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; -+var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; - - var shadowmap_vertex = "#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; - -@@ -8632,7 +13124,7 @@ var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D spe - - var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - --var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; -+var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; - - var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif"; - -@@ -8653,54 +13145,71 @@ var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = - var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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"; - - const vertex$h = "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}"; -+ - const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; - - const vertex$g = "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}"; -+ - const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; - - const vertex$f = "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}"; -+ - const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; - - const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}"; -+ - const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; - - const vertex$d = "#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}"; -+ - const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; - - const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; -+ - const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; - - const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\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}"; -+ - const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$a = "#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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \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\t#include \n\t#include \n}"; -+ - const fragment$a = "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 \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\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}"; -+ - const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; -+ - const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; - - const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; -+ - const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$2 = "#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}"; -+ - const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; - - const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const ShaderChunk = { -@@ -8810,6 +13319,7 @@ const ShaderChunk = { - uv2_pars_vertex: uv2_pars_vertex, - uv2_vertex: uv2_vertex, - worldpos_vertex: worldpos_vertex, -+ - background_vert: vertex$h, - background_frag: fragment$h, - backgroundCube_vert: vertex$g, -@@ -8851,599 +13361,573 @@ const ShaderChunk = { - */ - - const UniformsLib = { -+ - common: { -- diffuse: { -- value: /*@__PURE__*/new Color(0xffffff) -- }, -- opacity: { -- value: 1.0 -- }, -- map: { -- value: null -- }, -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- }, -- uv2Transform: { -- value: /*@__PURE__*/new Matrix3() -- }, -- alphaMap: { -- value: null -- }, -- alphaTest: { -- value: 0 -- } -+ -+ diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, -+ opacity: { value: 1.0 }, -+ -+ map: { value: null }, -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() }, -+ uv2Transform: { value: /*@__PURE__*/ new Matrix3() }, -+ -+ alphaMap: { value: null }, -+ alphaTest: { value: 0 } -+ - }, -+ - specularmap: { -- specularMap: { -- value: null -- } -+ -+ specularMap: { value: null }, -+ - }, -+ - envmap: { -- envMap: { -- value: null -- }, -- flipEnvMap: { -- value: -1 -- }, -- reflectivity: { -- value: 1.0 -- }, -- // basic, lambert, phong -- ior: { -- value: 1.5 -- }, -- // physical -- refractionRatio: { -- value: 0.98 -- } // basic, lambert, phong -+ -+ envMap: { value: null }, -+ flipEnvMap: { value: - 1 }, -+ reflectivity: { value: 1.0 }, // basic, lambert, phong -+ ior: { value: 1.5 }, // physical -+ refractionRatio: { value: 0.98 }, // basic, lambert, phong -+ - }, - - aomap: { -- aoMap: { -- value: null -- }, -- aoMapIntensity: { -- value: 1 -- } -+ -+ aoMap: { value: null }, -+ aoMapIntensity: { value: 1 } -+ - }, -+ - lightmap: { -- lightMap: { -- value: null -- }, -- lightMapIntensity: { -- value: 1 -- } -+ -+ lightMap: { value: null }, -+ lightMapIntensity: { value: 1 } -+ - }, -+ - emissivemap: { -- emissiveMap: { -- value: null -- } -+ -+ emissiveMap: { value: null } -+ - }, -+ - bumpmap: { -- bumpMap: { -- value: null -- }, -- bumpScale: { -- value: 1 -- } -+ -+ bumpMap: { value: null }, -+ bumpScale: { value: 1 } -+ - }, -+ - normalmap: { -- normalMap: { -- value: null -- }, -- normalScale: { -- value: /*@__PURE__*/new Vector2(1, 1) -- } -+ -+ normalMap: { value: null }, -+ normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } -+ - }, -+ - displacementmap: { -- displacementMap: { -- value: null -- }, -- displacementScale: { -- value: 1 -- }, -- displacementBias: { -- value: 0 -- } -+ -+ displacementMap: { value: null }, -+ displacementScale: { value: 1 }, -+ displacementBias: { value: 0 } -+ - }, -+ - roughnessmap: { -- roughnessMap: { -- value: null -- } -+ -+ roughnessMap: { value: null } -+ - }, -+ - metalnessmap: { -- metalnessMap: { -- value: null -- } -+ -+ metalnessMap: { value: null } -+ - }, -+ - gradientmap: { -- gradientMap: { -- value: null -- } -+ -+ gradientMap: { value: null } -+ - }, -+ - fog: { -- fogDensity: { -- value: 0.00025 -- }, -- fogNear: { -- value: 1 -- }, -- fogFar: { -- value: 2000 -- }, -- fogColor: { -- value: /*@__PURE__*/new Color(0xffffff) -- } -+ -+ fogDensity: { value: 0.00025 }, -+ fogNear: { value: 1 }, -+ fogFar: { value: 2000 }, -+ fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } -+ - }, -+ - lights: { -- ambientLightColor: { -- value: [] -- }, -- lightProbe: { -- value: [] -- }, -- directionalLights: { -- value: [], -- properties: { -- direction: {}, -- color: {} -- } -- }, -- directionalLightShadows: { -- value: [], -- properties: { -- shadowBias: {}, -- shadowNormalBias: {}, -- shadowRadius: {}, -- shadowMapSize: {} -- } -- }, -- directionalShadowMap: { -- value: [] -- }, -- directionalShadowMatrix: { -- value: [] -- }, -- spotLights: { -- value: [], -- properties: { -- color: {}, -- position: {}, -- direction: {}, -- distance: {}, -- coneCos: {}, -- penumbraCos: {}, -- decay: {} -- } -- }, -- spotLightShadows: { -- value: [], -- properties: { -- shadowBias: {}, -- shadowNormalBias: {}, -- shadowRadius: {}, -- shadowMapSize: {} -- } -- }, -- spotLightMap: { -- value: [] -- }, -- spotShadowMap: { -- value: [] -- }, -- spotLightMatrix: { -- value: [] -- }, -- pointLights: { -- value: [], -- properties: { -- color: {}, -- position: {}, -- decay: {}, -- distance: {} -- } -- }, -- pointLightShadows: { -- value: [], -- properties: { -- shadowBias: {}, -- shadowNormalBias: {}, -- shadowRadius: {}, -- shadowMapSize: {}, -- shadowCameraNear: {}, -- shadowCameraFar: {} -- } -- }, -- pointShadowMap: { -- value: [] -- }, -- pointShadowMatrix: { -- value: [] -- }, -- hemisphereLights: { -- value: [], -- properties: { -- direction: {}, -- skyColor: {}, -- groundColor: {} -- } -- }, -+ -+ ambientLightColor: { value: [] }, -+ -+ lightProbe: { value: [] }, -+ -+ directionalLights: { value: [], properties: { -+ direction: {}, -+ color: {} -+ } }, -+ -+ directionalLightShadows: { value: [], properties: { -+ shadowBias: {}, -+ shadowNormalBias: {}, -+ shadowRadius: {}, -+ shadowMapSize: {} -+ } }, -+ -+ directionalShadowMap: { value: [] }, -+ directionalShadowMatrix: { value: [] }, -+ -+ spotLights: { value: [], properties: { -+ color: {}, -+ position: {}, -+ direction: {}, -+ distance: {}, -+ coneCos: {}, -+ penumbraCos: {}, -+ decay: {} -+ } }, -+ -+ spotLightShadows: { value: [], properties: { -+ shadowBias: {}, -+ shadowNormalBias: {}, -+ shadowRadius: {}, -+ shadowMapSize: {} -+ } }, -+ -+ spotLightMap: { value: [] }, -+ spotShadowMap: { value: [] }, -+ spotLightMatrix: { value: [] }, -+ -+ pointLights: { value: [], properties: { -+ color: {}, -+ position: {}, -+ decay: {}, -+ distance: {} -+ } }, -+ -+ pointLightShadows: { value: [], properties: { -+ shadowBias: {}, -+ shadowNormalBias: {}, -+ shadowRadius: {}, -+ shadowMapSize: {}, -+ shadowCameraNear: {}, -+ shadowCameraFar: {} -+ } }, -+ -+ pointShadowMap: { value: [] }, -+ pointShadowMatrix: { value: [] }, -+ -+ hemisphereLights: { value: [], properties: { -+ direction: {}, -+ skyColor: {}, -+ groundColor: {} -+ } }, -+ - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src -- rectAreaLights: { -- value: [], -- properties: { -- color: {}, -- position: {}, -- width: {}, -- height: {} -- } -- }, -- ltc_1: { -- value: null -- }, -- ltc_2: { -- value: null -- } -+ rectAreaLights: { value: [], properties: { -+ color: {}, -+ position: {}, -+ width: {}, -+ height: {} -+ } }, -+ -+ ltc_1: { value: null }, -+ ltc_2: { value: null } -+ - }, -+ - points: { -- diffuse: { -- value: /*@__PURE__*/new Color(0xffffff) -- }, -- opacity: { -- value: 1.0 -- }, -- size: { -- value: 1.0 -- }, -- scale: { -- value: 1.0 -- }, -- map: { -- value: null -- }, -- alphaMap: { -- value: null -- }, -- alphaTest: { -- value: 0 -- }, -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- } -+ -+ diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, -+ opacity: { value: 1.0 }, -+ size: { value: 1.0 }, -+ scale: { value: 1.0 }, -+ map: { value: null }, -+ alphaMap: { value: null }, -+ alphaTest: { value: 0 }, -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() } -+ - }, -+ - sprite: { -- diffuse: { -- value: /*@__PURE__*/new Color(0xffffff) -- }, -- opacity: { -- value: 1.0 -- }, -- center: { -- value: /*@__PURE__*/new Vector2(0.5, 0.5) -- }, -- rotation: { -- value: 0.0 -- }, -- map: { -- value: null -- }, -- alphaMap: { -- value: null -- }, -- alphaTest: { -- value: 0 -- }, -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- } -+ -+ diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, -+ opacity: { value: 1.0 }, -+ center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) }, -+ rotation: { value: 0.0 }, -+ map: { value: null }, -+ alphaMap: { value: null }, -+ alphaTest: { value: 0 }, -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() } -+ - } -+ - }; - - const ShaderLib = { -+ - basic: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.specularmap, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.fog -+ ] ), -+ - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag -+ - }, -+ - lambert: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.specularmap, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag -+ - }, -+ - phong: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- specular: { -- value: /*@__PURE__*/new Color(0x111111) -- }, -- shininess: { -- value: 30 -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.specularmap, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, -+ shininess: { value: 30 } -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag -+ - }, -+ - standard: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- roughness: { -- value: 1.0 -- }, -- metalness: { -- value: 0.0 -- }, -- envMapIntensity: { -- value: 1 -- } // temporary -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.roughnessmap, -+ UniformsLib.metalnessmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ roughness: { value: 1.0 }, -+ metalness: { value: 0.0 }, -+ envMapIntensity: { value: 1 } // temporary -+ } -+ ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag -+ - }, -+ - toon: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.gradientmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshtoon_vert, - fragmentShader: ShaderChunk.meshtoon_frag -+ - }, -+ - matcap: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, { -- matcap: { -- value: null -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.fog, -+ { -+ matcap: { value: null } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.meshmatcap_vert, - fragmentShader: ShaderChunk.meshmatcap_frag -+ - }, -+ - points: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.points, UniformsLib.fog]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.points, -+ UniformsLib.fog -+ ] ), -+ - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag -+ - }, -+ - dashed: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.fog, { -- scale: { -- value: 1 -- }, -- dashSize: { -- value: 1 -- }, -- totalSize: { -- value: 2 -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.fog, -+ { -+ scale: { value: 1 }, -+ dashSize: { value: 1 }, -+ totalSize: { value: 2 } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag -+ - }, -+ - depth: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.displacementmap -+ ] ), -+ - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag -+ - }, -+ - normal: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, { -- opacity: { -- value: 1.0 -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ { -+ opacity: { value: 1.0 } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.meshnormal_vert, - fragmentShader: ShaderChunk.meshnormal_frag -+ - }, -+ - sprite: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.sprite, UniformsLib.fog]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.sprite, -+ UniformsLib.fog -+ ] ), -+ - vertexShader: ShaderChunk.sprite_vert, - fragmentShader: ShaderChunk.sprite_frag -+ - }, -+ - background: { -+ - uniforms: { -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- }, -- t2D: { -- value: null -- }, -- backgroundIntensity: { -- value: 1 -- } -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() }, -+ t2D: { value: null }, -+ backgroundIntensity: { value: 1 } - }, -+ - vertexShader: ShaderChunk.background_vert, - fragmentShader: ShaderChunk.background_frag -+ - }, -+ - backgroundCube: { -+ - uniforms: { -- envMap: { -- value: null -- }, -- flipEnvMap: { -- value: -1 -- }, -- backgroundBlurriness: { -- value: 0 -- }, -- backgroundIntensity: { -- value: 1 -- } -+ envMap: { value: null }, -+ flipEnvMap: { value: - 1 }, -+ backgroundBlurriness: { value: 0 }, -+ backgroundIntensity: { value: 1 } - }, -+ - vertexShader: ShaderChunk.backgroundCube_vert, - fragmentShader: ShaderChunk.backgroundCube_frag -+ - }, -+ - cube: { -+ - uniforms: { -- tCube: { -- value: null -- }, -- tFlip: { -- value: -1 -- }, -- opacity: { -- value: 1.0 -- } -+ tCube: { value: null }, -+ tFlip: { value: - 1 }, -+ opacity: { value: 1.0 } - }, -+ - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag -+ - }, -+ - equirect: { -+ - uniforms: { -- tEquirect: { -- value: null -- } -+ tEquirect: { value: null }, - }, -+ - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag -+ - }, -+ - distanceRGBA: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, { -- referencePosition: { -- value: /*@__PURE__*/new Vector3() -- }, -- nearDistance: { -- value: 1 -- }, -- farDistance: { -- value: 1000 -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.displacementmap, -+ { -+ referencePosition: { value: /*@__PURE__*/ new Vector3() }, -+ nearDistance: { value: 1 }, -+ farDistance: { value: 1000 } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.distanceRGBA_vert, - fragmentShader: ShaderChunk.distanceRGBA_frag -+ - }, -+ - shadow: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.lights, UniformsLib.fog, { -- color: { -- value: /*@__PURE__*/new Color(0x00000) -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.lights, -+ UniformsLib.fog, -+ { -+ color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, -+ opacity: { value: 1.0 } - }, -- opacity: { -- value: 1.0 -- } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.shadow_vert, - fragmentShader: ShaderChunk.shadow_frag -+ - } -+ - }; -+ - ShaderLib.physical = { -- uniforms: /*@__PURE__*/mergeUniforms([ShaderLib.standard.uniforms, { -- clearcoat: { -- value: 0 -- }, -- clearcoatMap: { -- value: null -- }, -- clearcoatRoughness: { -- value: 0 -- }, -- clearcoatRoughnessMap: { -- value: null -- }, -- clearcoatNormalScale: { -- value: /*@__PURE__*/new Vector2(1, 1) -- }, -- clearcoatNormalMap: { -- value: null -- }, -- iridescence: { -- value: 0 -- }, -- iridescenceMap: { -- value: null -- }, -- iridescenceIOR: { -- value: 1.3 -- }, -- iridescenceThicknessMinimum: { -- value: 100 -- }, -- iridescenceThicknessMaximum: { -- value: 400 -- }, -- iridescenceThicknessMap: { -- value: null -- }, -- sheen: { -- value: 0 -- }, -- sheenColor: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- sheenColorMap: { -- value: null -- }, -- sheenRoughness: { -- value: 1 -- }, -- sheenRoughnessMap: { -- value: null -- }, -- transmission: { -- value: 0 -- }, -- transmissionMap: { -- value: null -- }, -- transmissionSamplerSize: { -- value: /*@__PURE__*/new Vector2() -- }, -- transmissionSamplerMap: { -- value: null -- }, -- thickness: { -- value: 0 -- }, -- thicknessMap: { -- value: null -- }, -- attenuationDistance: { -- value: 0 -- }, -- attenuationColor: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- specularIntensity: { -- value: 1 -- }, -- specularIntensityMap: { -- value: null -- }, -- specularColor: { -- value: /*@__PURE__*/new Color(1, 1, 1) -- }, -- specularColorMap: { -- value: null -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ ShaderLib.standard.uniforms, -+ { -+ clearcoat: { value: 0 }, -+ clearcoatMap: { value: null }, -+ clearcoatRoughness: { value: 0 }, -+ clearcoatRoughnessMap: { value: null }, -+ clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, -+ clearcoatNormalMap: { value: null }, -+ iridescence: { value: 0 }, -+ iridescenceMap: { value: null }, -+ iridescenceIOR: { value: 1.3 }, -+ iridescenceThicknessMinimum: { value: 100 }, -+ iridescenceThicknessMaximum: { value: 400 }, -+ iridescenceThicknessMap: { value: null }, -+ sheen: { value: 0 }, -+ sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ sheenColorMap: { value: null }, -+ sheenRoughness: { value: 1 }, -+ sheenRoughnessMap: { value: null }, -+ transmission: { value: 0 }, -+ transmissionMap: { value: null }, -+ transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, -+ transmissionSamplerMap: { value: null }, -+ thickness: { value: 0 }, -+ thicknessMap: { value: null }, -+ attenuationDistance: { value: 0 }, -+ attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ specularIntensity: { value: 1 }, -+ specularIntensityMap: { value: null }, -+ specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, -+ specularColorMap: { value: null }, -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag --}; - --const _rgb = { -- r: 0, -- b: 0, -- g: 0 - }; --function WebGLBackground(renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha) { -- const clearColor = new Color(0x000000); -+ -+const _rgb = { r: 0, b: 0, g: 0 }; -+ -+function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) { -+ -+ const clearColor = new Color( 0x000000 ); - let clearAlpha = alpha === true ? 0 : 1; -+ - let planeMesh; - let boxMesh; -+ - let currentBackground = null; - let currentBackgroundVersion = 0; - let currentTonemapping = null; -- function render(renderList, scene) { -+ -+ function render( renderList, scene ) { -+ - let forceClear = false; - let background = scene.isScene === true ? scene.background : null; -- if (background && background.isTexture) { -+ -+ if ( background && background.isTexture ) { -+ - const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background -- background = (usePMREM ? cubeuvmaps : cubemaps).get(background); -+ background = ( usePMREM ? cubeuvmaps : cubemaps ).get( background ); -+ - } - - // Ignore background in AR -@@ -9451,487 +13935,872 @@ function WebGLBackground(renderer, cubemaps, cubeuvmaps, state, objects, alpha, - - const xr = renderer.xr; - const session = xr.getSession && xr.getSession(); -- if (session && session.environmentBlendMode === 'additive') { -+ -+ if ( session && session.environmentBlendMode === 'additive' ) { -+ - background = null; -+ - } -- if (background === null) { -- setClear(clearColor, clearAlpha); -- } else if (background && background.isColor) { -- setClear(background, 1); -+ -+ if ( background === null ) { -+ -+ setClear( clearColor, clearAlpha ); -+ -+ } else if ( background && background.isColor ) { -+ -+ setClear( background, 1 ); - forceClear = true; -+ - } -- if (renderer.autoClear || forceClear) { -- renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil); -- } -- if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) { -- if (boxMesh === undefined) { -- boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({ -- name: 'BackgroundCubeMaterial', -- uniforms: cloneUniforms(ShaderLib.backgroundCube.uniforms), -- vertexShader: ShaderLib.backgroundCube.vertexShader, -- fragmentShader: ShaderLib.backgroundCube.fragmentShader, -- side: BackSide, -- depthTest: false, -- depthWrite: false, -- fog: false -- })); -- boxMesh.geometry.deleteAttribute('normal'); -- boxMesh.geometry.deleteAttribute('uv'); -- boxMesh.onBeforeRender = function (renderer, scene, camera) { -- this.matrixWorld.copyPosition(camera.matrixWorld); -+ -+ if ( renderer.autoClear || forceClear ) { -+ -+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); -+ -+ } -+ -+ if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { -+ -+ if ( boxMesh === undefined ) { -+ -+ boxMesh = new Mesh( -+ new BoxGeometry( 10000, 10000, 10000 ), -+ new ShaderMaterial( { -+ name: 'BackgroundCubeMaterial', -+ uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), -+ vertexShader: ShaderLib.backgroundCube.vertexShader, -+ fragmentShader: ShaderLib.backgroundCube.fragmentShader, -+ side: BackSide, -+ depthTest: false, -+ depthWrite: false, -+ fog: false -+ } ) -+ ); -+ -+ boxMesh.geometry.deleteAttribute( 'normal' ); -+ boxMesh.geometry.deleteAttribute( 'uv' ); -+ -+ boxMesh.onBeforeRender = function ( renderer, scene, camera ) { -+ -+ this.matrixWorld.copyPosition( camera.matrixWorld ); -+ - }; - - // add "envMap" material property so the renderer can evaluate it like for built-in materials -- Object.defineProperty(boxMesh.material, 'envMap', { -+ Object.defineProperty( boxMesh.material, 'envMap', { -+ - get: function () { -+ - return this.uniforms.envMap.value; -+ - } -- }); -- objects.update(boxMesh); -+ -+ } ); -+ -+ objects.update( boxMesh ); -+ - } -+ - boxMesh.material.uniforms.envMap.value = background; -- boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1; -+ boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1; - boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; - boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; -- boxMesh.material.toneMapped = background.encoding === sRGBEncoding ? false : true; -- if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { -+ boxMesh.material.toneMapped = ( background.encoding === sRGBEncoding ) ? false : true; -+ -+ if ( currentBackground !== background || -+ currentBackgroundVersion !== background.version || -+ currentTonemapping !== renderer.toneMapping ) { -+ - boxMesh.material.needsUpdate = true; -+ - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; -+ - } -+ - boxMesh.layers.enableAll(); - - // push to the pre-sorted opaque render list -- renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null); -- } else if (background && background.isTexture) { -- if (planeMesh === undefined) { -- planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({ -- name: 'BackgroundMaterial', -- uniforms: cloneUniforms(ShaderLib.background.uniforms), -- vertexShader: ShaderLib.background.vertexShader, -- fragmentShader: ShaderLib.background.fragmentShader, -- side: FrontSide, -- depthTest: false, -- depthWrite: false, -- fog: false -- })); -- planeMesh.geometry.deleteAttribute('normal'); -+ renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); -+ -+ } else if ( background && background.isTexture ) { -+ -+ if ( planeMesh === undefined ) { -+ -+ planeMesh = new Mesh( -+ new PlaneGeometry( 2, 2 ), -+ new ShaderMaterial( { -+ name: 'BackgroundMaterial', -+ uniforms: cloneUniforms( ShaderLib.background.uniforms ), -+ vertexShader: ShaderLib.background.vertexShader, -+ fragmentShader: ShaderLib.background.fragmentShader, -+ side: FrontSide, -+ depthTest: false, -+ depthWrite: false, -+ fog: false -+ } ) -+ ); -+ -+ planeMesh.geometry.deleteAttribute( 'normal' ); - - // add "map" material property so the renderer can evaluate it like for built-in materials -- Object.defineProperty(planeMesh.material, 'map', { -+ Object.defineProperty( planeMesh.material, 'map', { -+ - get: function () { -+ - return this.uniforms.t2D.value; -+ - } -- }); -- objects.update(planeMesh); -+ -+ } ); -+ -+ objects.update( planeMesh ); -+ - } -+ - planeMesh.material.uniforms.t2D.value = background; - planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; -- planeMesh.material.toneMapped = background.encoding === sRGBEncoding ? false : true; -- if (background.matrixAutoUpdate === true) { -+ planeMesh.material.toneMapped = ( background.encoding === sRGBEncoding ) ? false : true; -+ -+ if ( background.matrixAutoUpdate === true ) { -+ - background.updateMatrix(); -+ - } -- planeMesh.material.uniforms.uvTransform.value.copy(background.matrix); -- if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { -+ -+ planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); -+ -+ if ( currentBackground !== background || -+ currentBackgroundVersion !== background.version || -+ currentTonemapping !== renderer.toneMapping ) { -+ - planeMesh.material.needsUpdate = true; -+ - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; -+ - } -+ - planeMesh.layers.enableAll(); - - // push to the pre-sorted opaque render list -- renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null); -+ renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); -+ - } -+ - } -- function setClear(color, alpha) { -- color.getRGB(_rgb, getUnlitUniformColorSpace(renderer)); -- state.buffers.color.setClear(_rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha); -+ -+ function setClear( color, alpha ) { -+ -+ color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); -+ -+ state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); -+ - } -+ - return { -+ - getClearColor: function () { -+ - return clearColor; -+ - }, -- setClearColor: function (color, alpha = 1) { -- clearColor.set(color); -+ setClearColor: function ( color, alpha = 1 ) { -+ -+ clearColor.set( color ); - clearAlpha = alpha; -- setClear(clearColor, clearAlpha); -+ setClear( clearColor, clearAlpha ); -+ - }, - getClearAlpha: function () { -+ - return clearAlpha; -+ - }, -- setClearAlpha: function (alpha) { -+ setClearAlpha: function ( alpha ) { -+ - clearAlpha = alpha; -- setClear(clearColor, clearAlpha); -+ setClear( clearColor, clearAlpha ); -+ - }, - render: render -+ - }; -+ - } - --function WebGLBindingStates(gl, extensions, attributes, capabilities) { -- const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); -- const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object'); -+function WebGLBindingStates( gl, extensions, attributes, capabilities ) { -+ -+ const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); -+ -+ const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' ); - const vaoAvailable = capabilities.isWebGL2 || extension !== null; -+ - const bindingStates = {}; -- const defaultState = createBindingState(null); -+ -+ const defaultState = createBindingState( null ); - let currentState = defaultState; - let forceUpdate = false; -- function setup(object, material, program, geometry, index) { -+ -+ function setup( object, material, program, geometry, index ) { -+ - let updateBuffers = false; -- if (vaoAvailable) { -- const state = getBindingState(geometry, program, material); -- if (currentState !== state) { -+ -+ if ( vaoAvailable ) { -+ -+ const state = getBindingState( geometry, program, material ); -+ -+ if ( currentState !== state ) { -+ - currentState = state; -- bindVertexArrayObject(currentState.object); -+ bindVertexArrayObject( currentState.object ); -+ - } -- updateBuffers = needsUpdate(object, geometry, program, index); -- if (updateBuffers) saveCache(object, geometry, program, index); -+ -+ updateBuffers = needsUpdate( object, geometry, program, index ); -+ -+ if ( updateBuffers ) saveCache( object, geometry, program, index ); -+ - } else { -- const wireframe = material.wireframe === true; -- if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) { -+ -+ const wireframe = ( material.wireframe === true ); -+ -+ if ( currentState.geometry !== geometry.id || -+ currentState.program !== program.id || -+ currentState.wireframe !== wireframe ) { -+ - currentState.geometry = geometry.id; - currentState.program = program.id; - currentState.wireframe = wireframe; -+ - updateBuffers = true; -+ - } -+ - } -- if (index !== null) { -- attributes.update(index, gl.ELEMENT_ARRAY_BUFFER); -+ -+ if ( index !== null ) { -+ -+ attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); -+ - } -- if (updateBuffers || forceUpdate) { -+ -+ if ( updateBuffers || forceUpdate ) { -+ - forceUpdate = false; -- setupVertexAttributes(object, material, program, geometry); -- if (index !== null) { -- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer); -+ -+ setupVertexAttributes( object, material, program, geometry ); -+ -+ if ( index !== null ) { -+ -+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); -+ - } -+ - } -+ - } -+ - function createVertexArrayObject() { -- if (capabilities.isWebGL2) return gl.createVertexArray(); -+ -+ if ( capabilities.isWebGL2 ) return gl.createVertexArray(); -+ - return extension.createVertexArrayOES(); -+ - } -- function bindVertexArrayObject(vao) { -- if (capabilities.isWebGL2) return gl.bindVertexArray(vao); -- return extension.bindVertexArrayOES(vao); -+ -+ function bindVertexArrayObject( vao ) { -+ -+ if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao ); -+ -+ return extension.bindVertexArrayOES( vao ); -+ - } -- function deleteVertexArrayObject(vao) { -- if (capabilities.isWebGL2) return gl.deleteVertexArray(vao); -- return extension.deleteVertexArrayOES(vao); -+ -+ function deleteVertexArrayObject( vao ) { -+ -+ if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao ); -+ -+ return extension.deleteVertexArrayOES( vao ); -+ - } -- function getBindingState(geometry, program, material) { -- const wireframe = material.wireframe === true; -- let programMap = bindingStates[geometry.id]; -- if (programMap === undefined) { -+ -+ function getBindingState( geometry, program, material ) { -+ -+ const wireframe = ( material.wireframe === true ); -+ -+ let programMap = bindingStates[ geometry.id ]; -+ -+ if ( programMap === undefined ) { -+ - programMap = {}; -- bindingStates[geometry.id] = programMap; -+ bindingStates[ geometry.id ] = programMap; -+ - } -- let stateMap = programMap[program.id]; -- if (stateMap === undefined) { -+ -+ let stateMap = programMap[ program.id ]; -+ -+ if ( stateMap === undefined ) { -+ - stateMap = {}; -- programMap[program.id] = stateMap; -+ programMap[ program.id ] = stateMap; -+ - } -- let state = stateMap[wireframe]; -- if (state === undefined) { -- state = createBindingState(createVertexArrayObject()); -- stateMap[wireframe] = state; -+ -+ let state = stateMap[ wireframe ]; -+ -+ if ( state === undefined ) { -+ -+ state = createBindingState( createVertexArrayObject() ); -+ stateMap[ wireframe ] = state; -+ - } -+ - return state; -+ - } -- function createBindingState(vao) { -+ -+ function createBindingState( vao ) { -+ - const newAttributes = []; - const enabledAttributes = []; - const attributeDivisors = []; -- for (let i = 0; i < maxVertexAttributes; i++) { -- newAttributes[i] = 0; -- enabledAttributes[i] = 0; -- attributeDivisors[i] = 0; -+ -+ for ( let i = 0; i < maxVertexAttributes; i ++ ) { -+ -+ newAttributes[ i ] = 0; -+ enabledAttributes[ i ] = 0; -+ attributeDivisors[ i ] = 0; -+ - } -+ - return { -+ - // for backward compatibility on non-VAO support browser - geometry: null, - program: null, - wireframe: false, -+ - newAttributes: newAttributes, - enabledAttributes: enabledAttributes, - attributeDivisors: attributeDivisors, - object: vao, - attributes: {}, - index: null -+ - }; -+ - } -- function needsUpdate(object, geometry, program, index) { -+ -+ function needsUpdate( object, geometry, program, index ) { -+ - const cachedAttributes = currentState.attributes; - const geometryAttributes = geometry.attributes; -+ - let attributesNum = 0; -+ - const programAttributes = program.getAttributes(); -- for (const name in programAttributes) { -- const programAttribute = programAttributes[name]; -- if (programAttribute.location >= 0) { -- const cachedAttribute = cachedAttributes[name]; -- let geometryAttribute = geometryAttributes[name]; -- if (geometryAttribute === undefined) { -- if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix; -- if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor; -- } -- if (cachedAttribute === undefined) return true; -- if (cachedAttribute.attribute !== geometryAttribute) return true; -- if (geometryAttribute && cachedAttribute.data !== geometryAttribute.data) return true; -- attributesNum++; -- } -- } -- if (currentState.attributesNum !== attributesNum) return true; -- if (currentState.index !== index) return true; -+ -+ for ( const name in programAttributes ) { -+ -+ const programAttribute = programAttributes[ name ]; -+ -+ if ( programAttribute.location >= 0 ) { -+ -+ const cachedAttribute = cachedAttributes[ name ]; -+ let geometryAttribute = geometryAttributes[ name ]; -+ -+ if ( geometryAttribute === undefined ) { -+ -+ if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; -+ if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; -+ -+ } -+ -+ if ( cachedAttribute === undefined ) return true; -+ -+ if ( cachedAttribute.attribute !== geometryAttribute ) return true; -+ -+ if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; -+ -+ attributesNum ++; -+ -+ } -+ -+ } -+ -+ if ( currentState.attributesNum !== attributesNum ) return true; -+ -+ if ( currentState.index !== index ) return true; -+ - return false; -+ - } -- function saveCache(object, geometry, program, index) { -+ -+ function saveCache( object, geometry, program, index ) { -+ - const cache = {}; - const attributes = geometry.attributes; - let attributesNum = 0; -+ - const programAttributes = program.getAttributes(); -- for (const name in programAttributes) { -- const programAttribute = programAttributes[name]; -- if (programAttribute.location >= 0) { -- let attribute = attributes[name]; -- if (attribute === undefined) { -- if (name === 'instanceMatrix' && object.instanceMatrix) attribute = object.instanceMatrix; -- if (name === 'instanceColor' && object.instanceColor) attribute = object.instanceColor; -+ -+ for ( const name in programAttributes ) { -+ -+ const programAttribute = programAttributes[ name ]; -+ -+ if ( programAttribute.location >= 0 ) { -+ -+ let attribute = attributes[ name ]; -+ -+ if ( attribute === undefined ) { -+ -+ if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; -+ if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; -+ - } -+ - const data = {}; - data.attribute = attribute; -- if (attribute && attribute.data) { -+ -+ if ( attribute && attribute.data ) { -+ - data.data = attribute.data; -+ - } -- cache[name] = data; -- attributesNum++; -+ -+ cache[ name ] = data; -+ -+ attributesNum ++; -+ - } -+ - } -+ - currentState.attributes = cache; - currentState.attributesNum = attributesNum; -+ - currentState.index = index; -+ - } -+ - function initAttributes() { -+ - const newAttributes = currentState.newAttributes; -- for (let i = 0, il = newAttributes.length; i < il; i++) { -- newAttributes[i] = 0; -+ -+ for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { -+ -+ newAttributes[ i ] = 0; -+ - } -+ - } -- function enableAttribute(attribute) { -- enableAttributeAndDivisor(attribute, 0); -+ -+ function enableAttribute( attribute ) { -+ -+ enableAttributeAndDivisor( attribute, 0 ); -+ - } -- function enableAttributeAndDivisor(attribute, meshPerAttribute) { -+ -+ function enableAttributeAndDivisor( attribute, meshPerAttribute ) { -+ - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - const attributeDivisors = currentState.attributeDivisors; -- newAttributes[attribute] = 1; -- if (enabledAttributes[attribute] === 0) { -- gl.enableVertexAttribArray(attribute); -- enabledAttributes[attribute] = 1; -+ -+ newAttributes[ attribute ] = 1; -+ -+ if ( enabledAttributes[ attribute ] === 0 ) { -+ -+ gl.enableVertexAttribArray( attribute ); -+ enabledAttributes[ attribute ] = 1; -+ - } -- if (attributeDivisors[attribute] !== meshPerAttribute) { -- const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays'); -- extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute); -- attributeDivisors[attribute] = meshPerAttribute; -+ -+ if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { -+ -+ const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); -+ -+ extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); -+ attributeDivisors[ attribute ] = meshPerAttribute; -+ - } -+ - } -+ - function disableUnusedAttributes() { -+ - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; -- for (let i = 0, il = enabledAttributes.length; i < il; i++) { -- if (enabledAttributes[i] !== newAttributes[i]) { -- gl.disableVertexAttribArray(i); -- enabledAttributes[i] = 0; -+ -+ for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { -+ -+ if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { -+ -+ gl.disableVertexAttribArray( i ); -+ enabledAttributes[ i ] = 0; -+ - } -+ - } -+ - } -- function vertexAttribPointer(index, size, type, normalized, stride, offset) { -- if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) { -- gl.vertexAttribIPointer(index, size, type, stride, offset); -+ -+ function vertexAttribPointer( index, size, type, normalized, stride, offset ) { -+ -+ if ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT ) ) { -+ -+ gl.vertexAttribIPointer( index, size, type, stride, offset ); -+ - } else { -- gl.vertexAttribPointer(index, size, type, normalized, stride, offset); -+ -+ gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); -+ - } -+ - } -- function setupVertexAttributes(object, material, program, geometry) { -- if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) { -- if (extensions.get('ANGLE_instanced_arrays') === null) return; -+ -+ function setupVertexAttributes( object, material, program, geometry ) { -+ -+ if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { -+ -+ if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; -+ - } -+ - initAttributes(); -+ - const geometryAttributes = geometry.attributes; -+ - const programAttributes = program.getAttributes(); -+ - const materialDefaultAttributeValues = material.defaultAttributeValues; -- for (const name in programAttributes) { -- const programAttribute = programAttributes[name]; -- if (programAttribute.location >= 0) { -- let geometryAttribute = geometryAttributes[name]; -- if (geometryAttribute === undefined) { -- if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix; -- if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor; -- } -- if (geometryAttribute !== undefined) { -+ -+ for ( const name in programAttributes ) { -+ -+ const programAttribute = programAttributes[ name ]; -+ -+ if ( programAttribute.location >= 0 ) { -+ -+ let geometryAttribute = geometryAttributes[ name ]; -+ -+ if ( geometryAttribute === undefined ) { -+ -+ if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; -+ if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; -+ -+ } -+ -+ if ( geometryAttribute !== undefined ) { -+ - const normalized = geometryAttribute.normalized; - const size = geometryAttribute.itemSize; -- const attribute = attributes.get(geometryAttribute); -+ -+ const attribute = attributes.get( geometryAttribute ); - - // TODO Attribute may not be available on context restore - -- if (attribute === undefined) continue; -+ if ( attribute === undefined ) continue; -+ - const buffer = attribute.buffer; - const type = attribute.type; - const bytesPerElement = attribute.bytesPerElement; -- if (geometryAttribute.isInterleavedBufferAttribute) { -+ -+ if ( geometryAttribute.isInterleavedBufferAttribute ) { -+ - const data = geometryAttribute.data; - const stride = data.stride; - const offset = geometryAttribute.offset; -- if (data.isInstancedInterleavedBuffer) { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute); -+ -+ if ( data.isInstancedInterleavedBuffer ) { -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); -+ - } -- if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) { -+ -+ if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { -+ - geometry._maxInstanceCount = data.meshPerAttribute * data.count; -+ - } -+ - } else { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttribute(programAttribute.location + i); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttribute( programAttribute.location + i ); -+ - } -+ - } -- gl.bindBuffer(gl.ARRAY_BUFFER, buffer); -- for (let i = 0; i < programAttribute.locationSize; i++) { -- vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement); -+ -+ gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ vertexAttribPointer( -+ programAttribute.location + i, -+ size / programAttribute.locationSize, -+ type, -+ normalized, -+ stride * bytesPerElement, -+ ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement -+ ); -+ - } -+ - } else { -- if (geometryAttribute.isInstancedBufferAttribute) { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute); -+ -+ if ( geometryAttribute.isInstancedBufferAttribute ) { -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); -+ - } -- if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) { -+ -+ if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { -+ - geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; -+ - } -+ - } else { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttribute(programAttribute.location + i); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttribute( programAttribute.location + i ); -+ - } -+ - } -- gl.bindBuffer(gl.ARRAY_BUFFER, buffer); -- for (let i = 0; i < programAttribute.locationSize; i++) { -- vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement); -+ -+ gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ vertexAttribPointer( -+ programAttribute.location + i, -+ size / programAttribute.locationSize, -+ type, -+ normalized, -+ size * bytesPerElement, -+ ( size / programAttribute.locationSize ) * i * bytesPerElement -+ ); -+ - } -+ - } -- } else if (materialDefaultAttributeValues !== undefined) { -- const value = materialDefaultAttributeValues[name]; -- if (value !== undefined) { -- switch (value.length) { -+ -+ } else if ( materialDefaultAttributeValues !== undefined ) { -+ -+ const value = materialDefaultAttributeValues[ name ]; -+ -+ if ( value !== undefined ) { -+ -+ switch ( value.length ) { -+ - case 2: -- gl.vertexAttrib2fv(programAttribute.location, value); -+ gl.vertexAttrib2fv( programAttribute.location, value ); - break; -+ - case 3: -- gl.vertexAttrib3fv(programAttribute.location, value); -+ gl.vertexAttrib3fv( programAttribute.location, value ); - break; -+ - case 4: -- gl.vertexAttrib4fv(programAttribute.location, value); -+ gl.vertexAttrib4fv( programAttribute.location, value ); - break; -+ - default: -- gl.vertexAttrib1fv(programAttribute.location, value); -+ gl.vertexAttrib1fv( programAttribute.location, value ); -+ - } -+ - } -+ - } -+ - } -+ - } -+ - disableUnusedAttributes(); -+ - } -+ - function dispose() { -+ - reset(); -- for (const geometryId in bindingStates) { -- const programMap = bindingStates[geometryId]; -- for (const programId in programMap) { -- const stateMap = programMap[programId]; -- for (const wireframe in stateMap) { -- deleteVertexArrayObject(stateMap[wireframe].object); -- delete stateMap[wireframe]; -+ -+ for ( const geometryId in bindingStates ) { -+ -+ const programMap = bindingStates[ geometryId ]; -+ -+ for ( const programId in programMap ) { -+ -+ const stateMap = programMap[ programId ]; -+ -+ for ( const wireframe in stateMap ) { -+ -+ deleteVertexArrayObject( stateMap[ wireframe ].object ); -+ -+ delete stateMap[ wireframe ]; -+ - } -- delete programMap[programId]; -- } -- delete bindingStates[geometryId]; -- } -- } -- function releaseStatesOfGeometry(geometry) { -- if (bindingStates[geometry.id] === undefined) return; -- const programMap = bindingStates[geometry.id]; -- for (const programId in programMap) { -- const stateMap = programMap[programId]; -- for (const wireframe in stateMap) { -- deleteVertexArrayObject(stateMap[wireframe].object); -- delete stateMap[wireframe]; -+ -+ delete programMap[ programId ]; -+ - } -- delete programMap[programId]; -+ -+ delete bindingStates[ geometryId ]; -+ - } -- delete bindingStates[geometry.id]; -+ - } -- function releaseStatesOfProgram(program) { -- for (const geometryId in bindingStates) { -- const programMap = bindingStates[geometryId]; -- if (programMap[program.id] === undefined) continue; -- const stateMap = programMap[program.id]; -- for (const wireframe in stateMap) { -- deleteVertexArrayObject(stateMap[wireframe].object); -- delete stateMap[wireframe]; -+ -+ function releaseStatesOfGeometry( geometry ) { -+ -+ if ( bindingStates[ geometry.id ] === undefined ) return; -+ -+ const programMap = bindingStates[ geometry.id ]; -+ -+ for ( const programId in programMap ) { -+ -+ const stateMap = programMap[ programId ]; -+ -+ for ( const wireframe in stateMap ) { -+ -+ deleteVertexArrayObject( stateMap[ wireframe ].object ); -+ -+ delete stateMap[ wireframe ]; -+ - } -- delete programMap[program.id]; -+ -+ delete programMap[ programId ]; -+ - } -- } -- function reset() { -- resetDefaultState(); -- forceUpdate = true; -- if (currentState === defaultState) return; -- currentState = defaultState; -- bindVertexArrayObject(currentState.object); -+ -+ delete bindingStates[ geometry.id ]; -+ - } - -- // for backward-compatibility -+ function releaseStatesOfProgram( program ) { - -- function resetDefaultState() { -- defaultState.geometry = null; -+ for ( const geometryId in bindingStates ) { -+ -+ const programMap = bindingStates[ geometryId ]; -+ -+ if ( programMap[ program.id ] === undefined ) continue; -+ -+ const stateMap = programMap[ program.id ]; -+ -+ for ( const wireframe in stateMap ) { -+ -+ deleteVertexArrayObject( stateMap[ wireframe ].object ); -+ -+ delete stateMap[ wireframe ]; -+ -+ } -+ -+ delete programMap[ program.id ]; -+ -+ } -+ -+ } -+ -+ function reset() { -+ -+ resetDefaultState(); -+ forceUpdate = true; -+ -+ if ( currentState === defaultState ) return; -+ -+ currentState = defaultState; -+ bindVertexArrayObject( currentState.object ); -+ -+ } -+ -+ // for backward-compatibility -+ -+ function resetDefaultState() { -+ -+ defaultState.geometry = null; - defaultState.program = null; - defaultState.wireframe = false; -+ - } -+ - return { -+ - setup: setup, - reset: reset, - resetDefaultState: resetDefaultState, - dispose: dispose, - releaseStatesOfGeometry: releaseStatesOfGeometry, - releaseStatesOfProgram: releaseStatesOfProgram, -+ - initAttributes: initAttributes, - enableAttribute: enableAttribute, - disableUnusedAttributes: disableUnusedAttributes -+ - }; -+ - } - --function WebGLBufferRenderer(gl, extensions, info, capabilities) { -+function WebGLBufferRenderer( gl, extensions, info, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - let mode; -- function setMode(value) { -+ -+ function setMode( value ) { -+ - mode = value; -+ - } -- function render(start, count) { -- gl.drawArrays(mode, start, count); -- info.update(count, mode, 1); -+ -+ function render( start, count ) { -+ -+ gl.drawArrays( mode, start, count ); -+ -+ info.update( count, mode, 1 ); -+ - } -- function renderInstances(start, count, primcount) { -- if (primcount === 0) return; -+ -+ function renderInstances( start, count, primcount ) { -+ -+ if ( primcount === 0 ) return; -+ - let extension, methodName; -- if (isWebGL2) { -+ -+ if ( isWebGL2 ) { -+ - extension = gl; - methodName = 'drawArraysInstanced'; -+ - } else { -- extension = extensions.get('ANGLE_instanced_arrays'); -+ -+ extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawArraysInstancedANGLE'; -- if (extension === null) { -- console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'); -+ -+ if ( extension === null ) { -+ -+ console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; -+ - } -+ - } -- extension[methodName](mode, start, count, primcount); -- info.update(count, mode, primcount); -+ -+ extension[ methodName ]( mode, start, count, primcount ); -+ -+ info.update( count, mode, primcount ); -+ - } - - // -@@ -9939,257 +14808,432 @@ function WebGLBufferRenderer(gl, extensions, info, capabilities) { - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; -+ - } - --function WebGLCapabilities(gl, extensions, parameters) { -+function WebGLCapabilities( gl, extensions, parameters ) { -+ - let maxAnisotropy; -+ - function getMaxAnisotropy() { -- if (maxAnisotropy !== undefined) return maxAnisotropy; -- if (extensions.has('EXT_texture_filter_anisotropic') === true) { -- const extension = extensions.get('EXT_texture_filter_anisotropic'); -- maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT); -+ -+ if ( maxAnisotropy !== undefined ) return maxAnisotropy; -+ -+ if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { -+ -+ const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); -+ -+ maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); -+ - } else { -+ - maxAnisotropy = 0; -+ - } -+ - return maxAnisotropy; -+ - } -- function getMaxPrecision(precision) { -- if (precision === 'highp') { -- if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) { -+ -+ function getMaxPrecision( precision ) { -+ -+ if ( precision === 'highp' ) { -+ -+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && -+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { -+ - return 'highp'; -+ - } -+ - precision = 'mediump'; -+ - } -- if (precision === 'mediump') { -- if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) { -+ -+ if ( precision === 'mediump' ) { -+ -+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && -+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { -+ - return 'mediump'; -+ - } -+ - } -+ - return 'lowp'; -+ - } -- const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext; -+ -+ const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) || -+ ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext ); -+ - let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; -- const maxPrecision = getMaxPrecision(precision); -- if (maxPrecision !== precision) { -- console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.'); -+ const maxPrecision = getMaxPrecision( precision ); -+ -+ if ( maxPrecision !== precision ) { -+ -+ console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; -+ - } -- const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers'); -+ -+ const drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ); -+ - const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; -- const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); -- const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); -- const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); -- const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); -- const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); -- const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS); -- const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); -- const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); -+ -+ const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); -+ const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); -+ const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); -+ const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); -+ -+ const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); -+ const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); -+ const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); -+ const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); -+ - const vertexTextures = maxVertexTextures > 0; -- const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float'); -+ const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' ); - const floatVertexTextures = vertexTextures && floatFragmentTextures; -- const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0; -+ -+ const maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0; -+ - return { -+ - isWebGL2: isWebGL2, -+ - drawBuffers: drawBuffers, -+ - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, -+ - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, -+ - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, -+ - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, -+ - vertexTextures: vertexTextures, - floatFragmentTextures: floatFragmentTextures, - floatVertexTextures: floatVertexTextures, -+ - maxSamples: maxSamples -+ - }; -+ - } - --function WebGLClipping(properties) { -+function WebGLClipping( properties ) { -+ - const scope = this; -+ - let globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false; -+ - const plane = new Plane(), - viewNormalMatrix = new Matrix3(), -- uniform = { -- value: null, -- needsUpdate: false -- }; -+ -+ uniform = { value: null, needsUpdate: false }; -+ - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; -- this.init = function (planes, enableLocalClipping, camera) { -- const enabled = planes.length !== 0 || enableLocalClipping || -- // enable state of previous frame - the clipping code has to -- // run another frame in order to reset the state: -- numGlobalPlanes !== 0 || localClippingEnabled; -+ -+ this.init = function ( planes, enableLocalClipping, camera ) { -+ -+ const enabled = -+ planes.length !== 0 || -+ enableLocalClipping || -+ // enable state of previous frame - the clipping code has to -+ // run another frame in order to reset the state: -+ numGlobalPlanes !== 0 || -+ localClippingEnabled; -+ - localClippingEnabled = enableLocalClipping; -- globalState = projectPlanes(planes, camera, 0); -+ -+ globalState = projectPlanes( planes, camera, 0 ); - numGlobalPlanes = planes.length; -+ - return enabled; -+ - }; -+ - this.beginShadows = function () { -+ - renderingShadows = true; -- projectPlanes(null); -+ projectPlanes( null ); -+ - }; -+ - this.endShadows = function () { -+ - renderingShadows = false; - resetGlobalState(); -+ - }; -- this.setState = function (material, camera, useCache) { -+ -+ this.setState = function ( material, camera, useCache ) { -+ - const planes = material.clippingPlanes, - clipIntersection = material.clipIntersection, - clipShadows = material.clipShadows; -- const materialProperties = properties.get(material); -- if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) { -+ -+ const materialProperties = properties.get( material ); -+ -+ if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { -+ - // there's no local clipping - -- if (renderingShadows) { -+ if ( renderingShadows ) { -+ - // there's no global clipping - -- projectPlanes(null); -+ projectPlanes( null ); -+ - } else { -+ - resetGlobalState(); -+ - } -+ - } else { -+ - const nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4; -+ - let dstArray = materialProperties.clippingState || null; -+ - uniform.value = dstArray; // ensure unique state - -- dstArray = projectPlanes(planes, camera, lGlobal, useCache); -- for (let i = 0; i !== lGlobal; ++i) { -- dstArray[i] = globalState[i]; -+ dstArray = projectPlanes( planes, camera, lGlobal, useCache ); -+ -+ for ( let i = 0; i !== lGlobal; ++ i ) { -+ -+ dstArray[ i ] = globalState[ i ]; -+ - } -+ - materialProperties.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; -+ - } -+ -+ - }; -+ - function resetGlobalState() { -- if (uniform.value !== globalState) { -+ -+ if ( uniform.value !== globalState ) { -+ - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; -+ - } -+ - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; -+ - } -- function projectPlanes(planes, camera, dstOffset, skipTransform) { -+ -+ function projectPlanes( planes, camera, dstOffset, skipTransform ) { -+ - const nPlanes = planes !== null ? planes.length : 0; - let dstArray = null; -- if (nPlanes !== 0) { -+ -+ if ( nPlanes !== 0 ) { -+ - dstArray = uniform.value; -- if (skipTransform !== true || dstArray === null) { -+ -+ if ( skipTransform !== true || dstArray === null ) { -+ - const flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; -- viewNormalMatrix.getNormalMatrix(viewMatrix); -- if (dstArray === null || dstArray.length < flatSize) { -- dstArray = new Float32Array(flatSize); -+ -+ viewNormalMatrix.getNormalMatrix( viewMatrix ); -+ -+ if ( dstArray === null || dstArray.length < flatSize ) { -+ -+ dstArray = new Float32Array( flatSize ); -+ - } -- for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) { -- plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix); -- plane.normal.toArray(dstArray, i4); -- dstArray[i4 + 3] = plane.constant; -+ -+ for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { -+ -+ plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); -+ -+ plane.normal.toArray( dstArray, i4 ); -+ dstArray[ i4 + 3 ] = plane.constant; -+ - } -+ - } -+ - uniform.value = dstArray; - uniform.needsUpdate = true; -+ - } -+ - scope.numPlanes = nPlanes; - scope.numIntersection = 0; -+ - return dstArray; -+ - } -+ - } - --function WebGLCubeMaps(renderer) { -+function WebGLCubeMaps( renderer ) { -+ - let cubemaps = new WeakMap(); -- function mapTextureMapping(texture, mapping) { -- if (mapping === EquirectangularReflectionMapping) { -+ -+ function mapTextureMapping( texture, mapping ) { -+ -+ if ( mapping === EquirectangularReflectionMapping ) { -+ - texture.mapping = CubeReflectionMapping; -- } else if (mapping === EquirectangularRefractionMapping) { -+ -+ } else if ( mapping === EquirectangularRefractionMapping ) { -+ - texture.mapping = CubeRefractionMapping; -+ - } -+ - return texture; -+ - } -- function get(texture) { -- if (texture && texture.isTexture && texture.isRenderTargetTexture === false) { -+ -+ function get( texture ) { -+ -+ if ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) { -+ - const mapping = texture.mapping; -- if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) { -- if (cubemaps.has(texture)) { -- const cubemap = cubemaps.get(texture).texture; -- return mapTextureMapping(cubemap, texture.mapping); -+ -+ if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { -+ -+ if ( cubemaps.has( texture ) ) { -+ -+ const cubemap = cubemaps.get( texture ).texture; -+ return mapTextureMapping( cubemap, texture.mapping ); -+ - } else { -+ - const image = texture.image; -- if (image && image.height > 0) { -- const renderTarget = new WebGLCubeRenderTarget(image.height / 2); -- renderTarget.fromEquirectangularTexture(renderer, texture); -- cubemaps.set(texture, renderTarget); -- texture.addEventListener('dispose', onTextureDispose); -- return mapTextureMapping(renderTarget.texture, texture.mapping); -+ -+ if ( image && image.height > 0 ) { -+ -+ const renderTarget = new WebGLCubeRenderTarget( image.height / 2 ); -+ renderTarget.fromEquirectangularTexture( renderer, texture ); -+ cubemaps.set( texture, renderTarget ); -+ -+ texture.addEventListener( 'dispose', onTextureDispose ); -+ -+ return mapTextureMapping( renderTarget.texture, texture.mapping ); -+ - } else { -+ - // image not yet ready. try the conversion next frame - - return null; -+ - } -+ - } -+ - } -+ - } -+ - return texture; -+ - } -- function onTextureDispose(event) { -+ -+ function onTextureDispose( event ) { -+ - const texture = event.target; -- texture.removeEventListener('dispose', onTextureDispose); -- const cubemap = cubemaps.get(texture); -- if (cubemap !== undefined) { -- cubemaps.delete(texture); -+ -+ texture.removeEventListener( 'dispose', onTextureDispose ); -+ -+ const cubemap = cubemaps.get( texture ); -+ -+ if ( cubemap !== undefined ) { -+ -+ cubemaps.delete( texture ); - cubemap.dispose(); -+ - } -+ - } -+ - function dispose() { -+ - cubemaps = new WeakMap(); -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - - class OrthographicCamera extends Camera { -- constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) { -+ -+ constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) { -+ - super(); -+ - this.isOrthographicCamera = true; -+ - this.type = 'OrthographicCamera'; -+ - this.zoom = 1; - this.view = null; -+ - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; -+ - this.near = near; - this.far = far; -+ - this.updateProjectionMatrix(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; -+ - this.zoom = source.zoom; -- this.view = source.view === null ? null : Object.assign({}, source.view); -+ this.view = source.view === null ? null : Object.assign( {}, source.view ); -+ - return this; -+ - } -- setViewOffset(fullWidth, fullHeight, x, y, width, height) { -- if (this.view === null) { -+ -+ setViewOffset( fullWidth, fullHeight, x, y, width, height ) { -+ -+ if ( this.view === null ) { -+ - this.view = { - enabled: true, - fullWidth: 1, -@@ -10199,7 +15243,9 @@ class OrthographicCamera extends Camera { - width: 1, - height: 1 - }; -+ - } -+ - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; -@@ -10207,36 +15253,57 @@ class OrthographicCamera extends Camera { - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; -+ - this.updateProjectionMatrix(); -+ - } -+ - clearViewOffset() { -- if (this.view !== null) { -+ -+ if ( this.view !== null ) { -+ - this.view.enabled = false; -+ - } -+ - this.updateProjectionMatrix(); -+ - } -+ - updateProjectionMatrix() { -- const dx = (this.right - this.left) / (2 * this.zoom); -- const dy = (this.top - this.bottom) / (2 * this.zoom); -- const cx = (this.right + this.left) / 2; -- const cy = (this.top + this.bottom) / 2; -+ -+ const dx = ( this.right - this.left ) / ( 2 * this.zoom ); -+ const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); -+ const cx = ( this.right + this.left ) / 2; -+ const cy = ( this.top + this.bottom ) / 2; -+ - let left = cx - dx; - let right = cx + dx; - let top = cy + dy; - let bottom = cy - dy; -- if (this.view !== null && this.view.enabled) { -- const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom; -- const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom; -+ -+ if ( this.view !== null && this.view.enabled ) { -+ -+ const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; -+ const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; -+ - left += scaleW * this.view.offsetX; - right = left + scaleW * this.view.width; - top -= scaleH * this.view.offsetY; - bottom = top - scaleH * this.view.height; -+ - } -- this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far); -- this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); -+ -+ this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); -+ -+ this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; -@@ -10244,9 +15311,13 @@ class OrthographicCamera extends Camera { - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; -- if (this.view !== null) data.object.view = Object.assign({}, this.view); -+ -+ if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); -+ - return data; -+ - } -+ - } - - const LOD_MIN = 4; -@@ -10255,22 +15326,33 @@ const LOD_MIN = 4; - // chosen to approximate a Trowbridge-Reitz distribution function times the - // geometric shadowing function. These sigma values squared must match the - // variance #defines in cube_uv_reflection_fragment.glsl.js. --const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582]; -+const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; - - // The maximum length of the blur for loop. Smaller sigmas will use fewer - // samples and exit early, but not recompile the shader. - const MAX_SAMPLES = 20; --const _flatCamera = /*@__PURE__*/new OrthographicCamera(); --const _clearColor = /*@__PURE__*/new Color(); -+ -+const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); -+const _clearColor = /*@__PURE__*/ new Color(); - let _oldTarget = null; - - // Golden Ratio --const PHI = (1 + Math.sqrt(5)) / 2; -+const PHI = ( 1 + Math.sqrt( 5 ) ) / 2; - const INV_PHI = 1 / PHI; - - // Vertices of a dodecahedron (except the opposites, which represent the - // same axis), used as axis directions evenly spread on a sphere. --const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)]; -+const _axisDirections = [ -+ /*@__PURE__*/ new Vector3( 1, 1, 1 ), -+ /*@__PURE__*/ new Vector3( - 1, 1, 1 ), -+ /*@__PURE__*/ new Vector3( 1, 1, - 1 ), -+ /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), -+ /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), -+ /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), -+ /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), -+ /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), -+ /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), -+ /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ]; - - /** - * This class generates a Prefiltered, Mipmapped Radiance Environment Map -@@ -10288,18 +15370,24 @@ const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vec - */ - - class PMREMGenerator { -- constructor(renderer) { -+ -+ constructor( renderer ) { -+ - this._renderer = renderer; - this._pingPongRenderTarget = null; -+ - this._lodMax = 0; - this._cubeSize = 0; - this._lodPlanes = []; - this._sizeLods = []; - this._sigmas = []; -+ - this._blurMaterial = null; - this._cubemapMaterial = null; - this._equirectMaterial = null; -- this._compileMaterial(this._blurMaterial); -+ -+ this._compileMaterial( this._blurMaterial ); -+ - } - - /** -@@ -10309,18 +15397,28 @@ class PMREMGenerator { - * and far planes ensure the scene is rendered in its entirety (the cubeCamera - * is placed at the origin). - */ -- fromScene(scene, sigma = 0, near = 0.1, far = 100) { -+ fromScene( scene, sigma = 0, near = 0.1, far = 100 ) { -+ - _oldTarget = this._renderer.getRenderTarget(); -- this._setSize(256); -+ -+ this._setSize( 256 ); -+ - const cubeUVRenderTarget = this._allocateTargets(); - cubeUVRenderTarget.depthBuffer = true; -- this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget); -- if (sigma > 0) { -- this._blur(cubeUVRenderTarget, 0, 0, sigma); -+ -+ this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget ); -+ -+ if ( sigma > 0 ) { -+ -+ this._blur( cubeUVRenderTarget, 0, 0, sigma ); -+ - } -- this._applyPMREM(cubeUVRenderTarget); -- this._cleanup(cubeUVRenderTarget); -+ -+ this._applyPMREM( cubeUVRenderTarget ); -+ this._cleanup( cubeUVRenderTarget ); -+ - return cubeUVRenderTarget; -+ - } - - /** -@@ -10328,8 +15426,10 @@ class PMREMGenerator { - * or HDR. The ideal input image size is 1k (1024 x 512), - * as this matches best with the 256 x 256 cubemap output. - */ -- fromEquirectangular(equirectangular, renderTarget = null) { -- return this._fromTexture(equirectangular, renderTarget); -+ fromEquirectangular( equirectangular, renderTarget = null ) { -+ -+ return this._fromTexture( equirectangular, renderTarget ); -+ - } - - /** -@@ -10337,8 +15437,10 @@ class PMREMGenerator { - * or HDR. The ideal input cube size is 256 x 256, - * as this matches best with the 256 x 256 cubemap output. - */ -- fromCubemap(cubemap, renderTarget = null) { -- return this._fromTexture(cubemap, renderTarget); -+ fromCubemap( cubemap, renderTarget = null ) { -+ -+ return this._fromTexture( cubemap, renderTarget ); -+ - } - - /** -@@ -10346,10 +15448,14 @@ class PMREMGenerator { - * your texture's network fetch for increased concurrency. - */ - compileCubemapShader() { -- if (this._cubemapMaterial === null) { -+ -+ if ( this._cubemapMaterial === null ) { -+ - this._cubemapMaterial = _getCubemapMaterial(); -- this._compileMaterial(this._cubemapMaterial); -+ this._compileMaterial( this._cubemapMaterial ); -+ - } -+ - } - - /** -@@ -10357,10 +15463,14 @@ class PMREMGenerator { - * your texture's network fetch for increased concurrency. - */ - compileEquirectangularShader() { -- if (this._equirectMaterial === null) { -+ -+ if ( this._equirectMaterial === null ) { -+ - this._equirectMaterial = _getEquirectMaterial(); -- this._compileMaterial(this._equirectMaterial); -+ this._compileMaterial( this._equirectMaterial ); -+ - } -+ - } - - /** -@@ -10369,47 +15479,73 @@ class PMREMGenerator { - * one of them will cause any others to also become unusable. - */ - dispose() { -+ - this._dispose(); -- if (this._cubemapMaterial !== null) this._cubemapMaterial.dispose(); -- if (this._equirectMaterial !== null) this._equirectMaterial.dispose(); -+ -+ if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose(); -+ if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose(); -+ - } - - // private interface - -- _setSize(cubeSize) { -- this._lodMax = Math.floor(Math.log2(cubeSize)); -- this._cubeSize = Math.pow(2, this._lodMax); -+ _setSize( cubeSize ) { -+ -+ this._lodMax = Math.floor( Math.log2( cubeSize ) ); -+ this._cubeSize = Math.pow( 2, this._lodMax ); -+ - } -+ - _dispose() { -- if (this._blurMaterial !== null) this._blurMaterial.dispose(); -- if (this._pingPongRenderTarget !== null) this._pingPongRenderTarget.dispose(); -- for (let i = 0; i < this._lodPlanes.length; i++) { -- this._lodPlanes[i].dispose(); -+ -+ if ( this._blurMaterial !== null ) this._blurMaterial.dispose(); -+ -+ if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); -+ -+ for ( let i = 0; i < this._lodPlanes.length; i ++ ) { -+ -+ this._lodPlanes[ i ].dispose(); -+ - } -+ - } -- _cleanup(outputTarget) { -- this._renderer.setRenderTarget(_oldTarget); -+ -+ _cleanup( outputTarget ) { -+ -+ this._renderer.setRenderTarget( _oldTarget ); - outputTarget.scissorTest = false; -- _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height); -+ _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); -+ - } -- _fromTexture(texture, renderTarget) { -- if (texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping) { -- this._setSize(texture.image.length === 0 ? 16 : texture.image[0].width || texture.image[0].image.width); -- } else { -- // Equirectangular - -- this._setSize(texture.image.width / 4); -+ _fromTexture( texture, renderTarget ) { -+ -+ if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) { -+ -+ this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) ); -+ -+ } else { // Equirectangular -+ -+ this._setSize( texture.image.width / 4 ); -+ - } -+ - _oldTarget = this._renderer.getRenderTarget(); -+ - const cubeUVRenderTarget = renderTarget || this._allocateTargets(); -- this._textureToCubeUV(texture, cubeUVRenderTarget); -- this._applyPMREM(cubeUVRenderTarget); -- this._cleanup(cubeUVRenderTarget); -+ this._textureToCubeUV( texture, cubeUVRenderTarget ); -+ this._applyPMREM( cubeUVRenderTarget ); -+ this._cleanup( cubeUVRenderTarget ); -+ - return cubeUVRenderTarget; -+ - } -+ - _allocateTargets() { -- const width = 3 * Math.max(this._cubeSize, 16 * 7); -+ -+ const width = 3 * Math.max( this._cubeSize, 16 * 7 ); - const height = 4 * this._cubeSize; -+ - const params = { - magFilter: LinearFilter, - minFilter: LinearFilter, -@@ -10419,117 +15555,188 @@ class PMREMGenerator { - encoding: LinearEncoding, - depthBuffer: false - }; -- const cubeUVRenderTarget = _createRenderTarget(width, height, params); -- if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width) { -- if (this._pingPongRenderTarget !== null) { -+ -+ const cubeUVRenderTarget = _createRenderTarget( width, height, params ); -+ -+ if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width ) { -+ -+ if ( this._pingPongRenderTarget !== null ) { -+ - this._dispose(); -+ - } -- this._pingPongRenderTarget = _createRenderTarget(width, height, params); -- const { -- _lodMax -- } = this; -- ({ -- sizeLods: this._sizeLods, -- lodPlanes: this._lodPlanes, -- sigmas: this._sigmas -- } = _createPlanes(_lodMax)); -- this._blurMaterial = _getBlurShader(_lodMax, width, height); -+ -+ this._pingPongRenderTarget = _createRenderTarget( width, height, params ); -+ -+ const { _lodMax } = this; -+ ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) ); -+ -+ this._blurMaterial = _getBlurShader( _lodMax, width, height ); -+ - } -+ - return cubeUVRenderTarget; -+ - } -- _compileMaterial(material) { -- const tmpMesh = new Mesh(this._lodPlanes[0], material); -- this._renderer.compile(tmpMesh, _flatCamera); -+ -+ _compileMaterial( material ) { -+ -+ const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material ); -+ this._renderer.compile( tmpMesh, _flatCamera ); -+ - } -- _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) { -+ -+ _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) { -+ - const fov = 90; - const aspect = 1; -- const cubeCamera = new PerspectiveCamera(fov, aspect, near, far); -- const upSign = [1, -1, 1, 1, 1, 1]; -- const forwardSign = [1, 1, 1, -1, -1, -1]; -+ const cubeCamera = new PerspectiveCamera( fov, aspect, near, far ); -+ const upSign = [ 1, - 1, 1, 1, 1, 1 ]; -+ const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; - const renderer = this._renderer; -+ - const originalAutoClear = renderer.autoClear; - const toneMapping = renderer.toneMapping; -- renderer.getClearColor(_clearColor); -+ renderer.getClearColor( _clearColor ); -+ - renderer.toneMapping = NoToneMapping; - renderer.autoClear = false; -- const backgroundMaterial = new MeshBasicMaterial({ -+ -+ const backgroundMaterial = new MeshBasicMaterial( { - name: 'PMREM.Background', - side: BackSide, - depthWrite: false, -- depthTest: false -- }); -- const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial); -+ depthTest: false, -+ } ); -+ -+ const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial ); -+ - let useSolidColor = false; - const background = scene.background; -- if (background) { -- if (background.isColor) { -- backgroundMaterial.color.copy(background); -+ -+ if ( background ) { -+ -+ if ( background.isColor ) { -+ -+ backgroundMaterial.color.copy( background ); - scene.background = null; - useSolidColor = true; -+ - } -+ - } else { -- backgroundMaterial.color.copy(_clearColor); -+ -+ backgroundMaterial.color.copy( _clearColor ); - useSolidColor = true; -+ - } -- for (let i = 0; i < 6; i++) { -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ - const col = i % 3; -- if (col === 0) { -- cubeCamera.up.set(0, upSign[i], 0); -- cubeCamera.lookAt(forwardSign[i], 0, 0); -- } else if (col === 1) { -- cubeCamera.up.set(0, 0, upSign[i]); -- cubeCamera.lookAt(0, forwardSign[i], 0); -+ -+ if ( col === 0 ) { -+ -+ cubeCamera.up.set( 0, upSign[ i ], 0 ); -+ cubeCamera.lookAt( forwardSign[ i ], 0, 0 ); -+ -+ } else if ( col === 1 ) { -+ -+ cubeCamera.up.set( 0, 0, upSign[ i ] ); -+ cubeCamera.lookAt( 0, forwardSign[ i ], 0 ); -+ - } else { -- cubeCamera.up.set(0, upSign[i], 0); -- cubeCamera.lookAt(0, 0, forwardSign[i]); -+ -+ cubeCamera.up.set( 0, upSign[ i ], 0 ); -+ cubeCamera.lookAt( 0, 0, forwardSign[ i ] ); -+ - } -+ - const size = this._cubeSize; -- _setViewport(cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size); -- renderer.setRenderTarget(cubeUVRenderTarget); -- if (useSolidColor) { -- renderer.render(backgroundBox, cubeCamera); -+ -+ _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size ); -+ -+ renderer.setRenderTarget( cubeUVRenderTarget ); -+ -+ if ( useSolidColor ) { -+ -+ renderer.render( backgroundBox, cubeCamera ); -+ - } -- renderer.render(scene, cubeCamera); -+ -+ renderer.render( scene, cubeCamera ); -+ - } -+ - backgroundBox.geometry.dispose(); - backgroundBox.material.dispose(); -+ - renderer.toneMapping = toneMapping; - renderer.autoClear = originalAutoClear; - scene.background = background; -+ - } -- _textureToCubeUV(texture, cubeUVRenderTarget) { -+ -+ _textureToCubeUV( texture, cubeUVRenderTarget ) { -+ - const renderer = this._renderer; -- const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping; -- if (isCubeTexture) { -- if (this._cubemapMaterial === null) { -+ -+ const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ); -+ -+ if ( isCubeTexture ) { -+ -+ if ( this._cubemapMaterial === null ) { -+ - this._cubemapMaterial = _getCubemapMaterial(); -+ - } -- this._cubemapMaterial.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1; -+ -+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1; -+ - } else { -- if (this._equirectMaterial === null) { -+ -+ if ( this._equirectMaterial === null ) { -+ - this._equirectMaterial = _getEquirectMaterial(); -+ - } -+ - } -+ - const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; -- const mesh = new Mesh(this._lodPlanes[0], material); -+ const mesh = new Mesh( this._lodPlanes[ 0 ], material ); -+ - const uniforms = material.uniforms; -- uniforms['envMap'].value = texture; -+ -+ uniforms[ 'envMap' ].value = texture; -+ - const size = this._cubeSize; -- _setViewport(cubeUVRenderTarget, 0, 0, 3 * size, 2 * size); -- renderer.setRenderTarget(cubeUVRenderTarget); -- renderer.render(mesh, _flatCamera); -+ -+ _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); -+ -+ renderer.setRenderTarget( cubeUVRenderTarget ); -+ renderer.render( mesh, _flatCamera ); -+ - } -- _applyPMREM(cubeUVRenderTarget) { -+ -+ _applyPMREM( cubeUVRenderTarget ) { -+ - const renderer = this._renderer; - const autoClear = renderer.autoClear; - renderer.autoClear = false; -- for (let i = 1; i < this._lodPlanes.length; i++) { -- const sigma = Math.sqrt(this._sigmas[i] * this._sigmas[i] - this._sigmas[i - 1] * this._sigmas[i - 1]); -- const poleAxis = _axisDirections[(i - 1) % _axisDirections.length]; -- this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis); -+ -+ for ( let i = 1; i < this._lodPlanes.length; i ++ ) { -+ -+ const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] ); -+ -+ const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ]; -+ -+ this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); -+ - } -+ - renderer.autoClear = autoClear; -+ - } - - /** -@@ -10539,162 +15746,241 @@ class PMREMGenerator { - * the poles) to approximate the orthogonally-separable blur. It is least - * accurate at the poles, but still does a decent job. - */ -- _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) { -+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) { -+ - const pingPongRenderTarget = this._pingPongRenderTarget; -- this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis); -- this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis); -+ -+ this._halfBlur( -+ cubeUVRenderTarget, -+ pingPongRenderTarget, -+ lodIn, -+ lodOut, -+ sigma, -+ 'latitudinal', -+ poleAxis ); -+ -+ this._halfBlur( -+ pingPongRenderTarget, -+ cubeUVRenderTarget, -+ lodOut, -+ lodOut, -+ sigma, -+ 'longitudinal', -+ poleAxis ); -+ - } -- _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) { -+ -+ _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) { -+ - const renderer = this._renderer; - const blurMaterial = this._blurMaterial; -- if (direction !== 'latitudinal' && direction !== 'longitudinal') { -- console.error('blur direction must be either latitudinal or longitudinal!'); -+ -+ if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) { -+ -+ console.error( -+ 'blur direction must be either latitudinal or longitudinal!' ); -+ - } - - // Number of standard deviations at which to cut off the discrete approximation. - const STANDARD_DEVIATIONS = 3; -- const blurMesh = new Mesh(this._lodPlanes[lodOut], blurMaterial); -+ -+ const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial ); - const blurUniforms = blurMaterial.uniforms; -- const pixels = this._sizeLods[lodIn] - 1; -- const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1); -+ -+ const pixels = this._sizeLods[ lodIn ] - 1; -+ const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 ); - const sigmaPixels = sigmaRadians / radiansPerPixel; -- const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES; -- if (samples > MAX_SAMPLES) { -- console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`); -+ const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES; -+ -+ if ( samples > MAX_SAMPLES ) { -+ -+ console.warn( `sigmaRadians, ${ -+ sigmaRadians}, is too large and will clip, as it requested ${ -+ samples} samples when the maximum is set to ${MAX_SAMPLES}` ); -+ - } -+ - const weights = []; - let sum = 0; -- for (let i = 0; i < MAX_SAMPLES; ++i) { -+ -+ for ( let i = 0; i < MAX_SAMPLES; ++ i ) { -+ - const x = i / sigmaPixels; -- const weight = Math.exp(-x * x / 2); -- weights.push(weight); -- if (i === 0) { -+ const weight = Math.exp( - x * x / 2 ); -+ weights.push( weight ); -+ -+ if ( i === 0 ) { -+ - sum += weight; -- } else if (i < samples) { -+ -+ } else if ( i < samples ) { -+ - sum += 2 * weight; -+ - } -+ - } -- for (let i = 0; i < weights.length; i++) { -- weights[i] = weights[i] / sum; -+ -+ for ( let i = 0; i < weights.length; i ++ ) { -+ -+ weights[ i ] = weights[ i ] / sum; -+ - } -- blurUniforms['envMap'].value = targetIn.texture; -- blurUniforms['samples'].value = samples; -- blurUniforms['weights'].value = weights; -- blurUniforms['latitudinal'].value = direction === 'latitudinal'; -- if (poleAxis) { -- blurUniforms['poleAxis'].value = poleAxis; -+ -+ blurUniforms[ 'envMap' ].value = targetIn.texture; -+ blurUniforms[ 'samples' ].value = samples; -+ blurUniforms[ 'weights' ].value = weights; -+ blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal'; -+ -+ if ( poleAxis ) { -+ -+ blurUniforms[ 'poleAxis' ].value = poleAxis; -+ - } -- const { -- _lodMax -- } = this; -- blurUniforms['dTheta'].value = radiansPerPixel; -- blurUniforms['mipInt'].value = _lodMax - lodIn; -- const outputSize = this._sizeLods[lodOut]; -- const x = 3 * outputSize * (lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0); -- const y = 4 * (this._cubeSize - outputSize); -- _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize); -- renderer.setRenderTarget(targetOut); -- renderer.render(blurMesh, _flatCamera); -+ -+ const { _lodMax } = this; -+ blurUniforms[ 'dTheta' ].value = radiansPerPixel; -+ blurUniforms[ 'mipInt' ].value = _lodMax - lodIn; -+ -+ const outputSize = this._sizeLods[ lodOut ]; -+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); -+ const y = 4 * ( this._cubeSize - outputSize ); -+ -+ _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); -+ renderer.setRenderTarget( targetOut ); -+ renderer.render( blurMesh, _flatCamera ); -+ - } -+ - } --function _createPlanes(lodMax) { -+ -+ -+ -+function _createPlanes( lodMax ) { -+ - const lodPlanes = []; - const sizeLods = []; - const sigmas = []; -+ - let lod = lodMax; -+ - const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; -- for (let i = 0; i < totalLods; i++) { -- const sizeLod = Math.pow(2, lod); -- sizeLods.push(sizeLod); -+ -+ for ( let i = 0; i < totalLods; i ++ ) { -+ -+ const sizeLod = Math.pow( 2, lod ); -+ sizeLods.push( sizeLod ); - let sigma = 1.0 / sizeLod; -- if (i > lodMax - LOD_MIN) { -- sigma = EXTRA_LOD_SIGMA[i - lodMax + LOD_MIN - 1]; -- } else if (i === 0) { -+ -+ if ( i > lodMax - LOD_MIN ) { -+ -+ sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ]; -+ -+ } else if ( i === 0 ) { -+ - sigma = 0; -+ - } -- sigmas.push(sigma); -- const texelSize = 1.0 / (sizeLod - 2); -- const min = -texelSize; -+ -+ sigmas.push( sigma ); -+ -+ const texelSize = 1.0 / ( sizeLod - 2 ); -+ const min = - texelSize; - const max = 1 + texelSize; -- const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max]; -+ const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; -+ - const cubeFaces = 6; - const vertices = 6; - const positionSize = 3; - const uvSize = 2; - const faceIndexSize = 1; -- const position = new Float32Array(positionSize * vertices * cubeFaces); -- const uv = new Float32Array(uvSize * vertices * cubeFaces); -- const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces); -- for (let face = 0; face < cubeFaces; face++) { -- const x = face % 3 * 2 / 3 - 1; -- const y = face > 2 ? 0 : -1; -- const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0]; -- position.set(coordinates, positionSize * vertices * face); -- uv.set(uv1, uvSize * vertices * face); -- const fill = [face, face, face, face, face, face]; -- faceIndex.set(fill, faceIndexSize * vertices * face); -+ -+ const position = new Float32Array( positionSize * vertices * cubeFaces ); -+ const uv = new Float32Array( uvSize * vertices * cubeFaces ); -+ const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); -+ -+ for ( let face = 0; face < cubeFaces; face ++ ) { -+ -+ const x = ( face % 3 ) * 2 / 3 - 1; -+ const y = face > 2 ? 0 : - 1; -+ const coordinates = [ -+ x, y, 0, -+ x + 2 / 3, y, 0, -+ x + 2 / 3, y + 1, 0, -+ x, y, 0, -+ x + 2 / 3, y + 1, 0, -+ x, y + 1, 0 -+ ]; -+ position.set( coordinates, positionSize * vertices * face ); -+ uv.set( uv1, uvSize * vertices * face ); -+ const fill = [ face, face, face, face, face, face ]; -+ faceIndex.set( fill, faceIndexSize * vertices * face ); -+ - } -+ - const planes = new BufferGeometry(); -- planes.setAttribute('position', new BufferAttribute(position, positionSize)); -- planes.setAttribute('uv', new BufferAttribute(uv, uvSize)); -- planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize)); -- lodPlanes.push(planes); -- if (lod > LOD_MIN) { -- lod--; -+ planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); -+ planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); -+ planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); -+ lodPlanes.push( planes ); -+ -+ if ( lod > LOD_MIN ) { -+ -+ lod --; -+ - } -+ - } -- return { -- lodPlanes, -- sizeLods, -- sigmas -- }; -+ -+ return { lodPlanes, sizeLods, sigmas }; -+ - } --function _createRenderTarget(width, height, params) { -- const cubeUVRenderTarget = new WebGLRenderTarget(width, height, params); -+ -+function _createRenderTarget( width, height, params ) { -+ -+ const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params ); - cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; - cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; - cubeUVRenderTarget.scissorTest = true; - return cubeUVRenderTarget; -+ - } --function _setViewport(target, x, y, width, height) { -- target.viewport.set(x, y, width, height); -- target.scissor.set(x, y, width, height); -+ -+function _setViewport( target, x, y, width, height ) { -+ -+ target.viewport.set( x, y, width, height ); -+ target.scissor.set( x, y, width, height ); -+ - } --function _getBlurShader(lodMax, width, height) { -- const weights = new Float32Array(MAX_SAMPLES); -- const poleAxis = new Vector3(0, 1, 0); -- const shaderMaterial = new ShaderMaterial({ -+ -+function _getBlurShader( lodMax, width, height ) { -+ -+ const weights = new Float32Array( MAX_SAMPLES ); -+ const poleAxis = new Vector3( 0, 1, 0 ); -+ const shaderMaterial = new ShaderMaterial( { -+ - name: 'SphericalGaussianBlur', -+ - defines: { - 'n': MAX_SAMPLES, - 'CUBEUV_TEXEL_WIDTH': 1.0 / width, - 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, -- 'CUBEUV_MAX_MIP': `${lodMax}.0` -+ 'CUBEUV_MAX_MIP': `${lodMax}.0`, - }, -+ - uniforms: { -- 'envMap': { -- value: null -- }, -- 'samples': { -- value: 1 -- }, -- 'weights': { -- value: weights -- }, -- 'latitudinal': { -- value: false -- }, -- 'dTheta': { -- value: 0 -- }, -- 'mipInt': { -- value: 0 -- }, -- 'poleAxis': { -- value: poleAxis -- } -+ 'envMap': { value: null }, -+ 'samples': { value: 1 }, -+ 'weights': { value: weights }, -+ 'latitudinal': { value: false }, -+ 'dTheta': { value: 0 }, -+ 'mipInt': { value: 0 }, -+ 'poleAxis': { value: poleAxis } - }, -+ - vertexShader: _getCommonVertexShader(), -+ - fragmentShader: /* glsl */` - - precision mediump float; -@@ -10756,21 +16042,29 @@ function _getBlurShader(lodMax, width, height) { - - } - `, -+ - blending: NoBlending, - depthTest: false, - depthWrite: false -- }); -+ -+ } ); -+ - return shaderMaterial; -+ - } -+ - function _getEquirectMaterial() { -- return new ShaderMaterial({ -+ -+ return new ShaderMaterial( { -+ - name: 'EquirectangularToCubeUV', -+ - uniforms: { -- 'envMap': { -- value: null -- } -+ 'envMap': { value: null } - }, -+ - vertexShader: _getCommonVertexShader(), -+ - fragmentShader: /* glsl */` - - precision mediump float; -@@ -10791,23 +16085,28 @@ function _getEquirectMaterial() { - - } - `, -+ - blending: NoBlending, - depthTest: false, - depthWrite: false -- }); -+ -+ } ); -+ - } -+ - function _getCubemapMaterial() { -- return new ShaderMaterial({ -+ -+ return new ShaderMaterial( { -+ - name: 'CubemapToCubeUV', -+ - uniforms: { -- 'envMap': { -- value: null -- }, -- 'flipEnvMap': { -- value: -1 -- } -+ 'envMap': { value: null }, -+ 'flipEnvMap': { value: - 1 } - }, -+ - vertexShader: _getCommonVertexShader(), -+ - fragmentShader: /* glsl */` - - precision mediump float; -@@ -10825,13 +16124,18 @@ function _getCubemapMaterial() { - - } - `, -+ - blending: NoBlending, - depthTest: false, - depthWrite: false -- }); -+ -+ } ); -+ - } -+ - function _getCommonVertexShader() { -- return (/* glsl */` -+ -+ return /* glsl */` - - precision mediump float; - precision mediump int; -@@ -10886,283 +16190,478 @@ function _getCommonVertexShader() { - gl_Position = vec4( position, 1.0 ); - - } -- ` -- ); -+ `; -+ - } - --function WebGLCubeUVMaps(renderer) { -+function WebGLCubeUVMaps( renderer ) { -+ - let cubeUVmaps = new WeakMap(); -+ - let pmremGenerator = null; -- function get(texture) { -- if (texture && texture.isTexture) { -+ -+ function get( texture ) { -+ -+ if ( texture && texture.isTexture ) { -+ - const mapping = texture.mapping; -- const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping; -- const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping; -+ -+ const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); -+ const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); - - // equirect/cube map to cubeUV conversion - -- if (isEquirectMap || isCubeMap) { -- if (texture.isRenderTargetTexture && texture.needsPMREMUpdate === true) { -+ if ( isEquirectMap || isCubeMap ) { -+ -+ if ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) { -+ - texture.needsPMREMUpdate = false; -- let renderTarget = cubeUVmaps.get(texture); -- if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer); -- renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture, renderTarget) : pmremGenerator.fromCubemap(texture, renderTarget); -- cubeUVmaps.set(texture, renderTarget); -+ -+ let renderTarget = cubeUVmaps.get( texture ); -+ -+ if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); -+ -+ renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); -+ cubeUVmaps.set( texture, renderTarget ); -+ - return renderTarget.texture; -+ - } else { -- if (cubeUVmaps.has(texture)) { -- return cubeUVmaps.get(texture).texture; -+ -+ if ( cubeUVmaps.has( texture ) ) { -+ -+ return cubeUVmaps.get( texture ).texture; -+ - } else { -+ - const image = texture.image; -- if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) { -- if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer); -- const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture); -- cubeUVmaps.set(texture, renderTarget); -- texture.addEventListener('dispose', onTextureDispose); -+ -+ if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { -+ -+ if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); -+ -+ const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); -+ cubeUVmaps.set( texture, renderTarget ); -+ -+ texture.addEventListener( 'dispose', onTextureDispose ); -+ - return renderTarget.texture; -+ - } else { -+ - // image not yet ready. try the conversion next frame - - return null; -+ - } -+ - } -+ - } -+ - } -+ - } -+ - return texture; -+ - } -- function isCubeTextureComplete(image) { -+ -+ function isCubeTextureComplete( image ) { -+ - let count = 0; - const length = 6; -- for (let i = 0; i < length; i++) { -- if (image[i] !== undefined) count++; -+ -+ for ( let i = 0; i < length; i ++ ) { -+ -+ if ( image[ i ] !== undefined ) count ++; -+ - } -+ - return count === length; -+ -+ - } -- function onTextureDispose(event) { -+ -+ function onTextureDispose( event ) { -+ - const texture = event.target; -- texture.removeEventListener('dispose', onTextureDispose); -- const cubemapUV = cubeUVmaps.get(texture); -- if (cubemapUV !== undefined) { -- cubeUVmaps.delete(texture); -+ -+ texture.removeEventListener( 'dispose', onTextureDispose ); -+ -+ const cubemapUV = cubeUVmaps.get( texture ); -+ -+ if ( cubemapUV !== undefined ) { -+ -+ cubeUVmaps.delete( texture ); - cubemapUV.dispose(); -+ - } -+ - } -+ - function dispose() { -+ - cubeUVmaps = new WeakMap(); -- if (pmremGenerator !== null) { -+ -+ if ( pmremGenerator !== null ) { -+ - pmremGenerator.dispose(); - pmremGenerator = null; -+ - } -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - --function WebGLExtensions(gl) { -+function WebGLExtensions( gl ) { -+ - const extensions = {}; -- function getExtension(name) { -- if (extensions[name] !== undefined) { -- return extensions[name]; -+ -+ function getExtension( name ) { -+ -+ if ( extensions[ name ] !== undefined ) { -+ -+ return extensions[ name ]; -+ - } -+ - let extension; -- switch (name) { -+ -+ switch ( name ) { -+ - case 'WEBGL_depth_texture': -- extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture'); -+ extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); - break; -+ - case 'EXT_texture_filter_anisotropic': -- extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic'); -+ extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - break; -+ - case 'WEBGL_compressed_texture_s3tc': -- extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); -+ extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); - break; -+ - case 'WEBGL_compressed_texture_pvrtc': -- extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'); -+ extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); - break; -+ - default: -- extension = gl.getExtension(name); -+ extension = gl.getExtension( name ); -+ - } -- extensions[name] = extension; -+ -+ extensions[ name ] = extension; -+ - return extension; -+ - } -+ - return { -- has: function (name) { -- return getExtension(name) !== null; -+ -+ has: function ( name ) { -+ -+ return getExtension( name ) !== null; -+ - }, -- init: function (capabilities) { -- if (capabilities.isWebGL2) { -- getExtension('EXT_color_buffer_float'); -+ -+ init: function ( capabilities ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ -+ getExtension( 'EXT_color_buffer_float' ); -+ - } else { -- getExtension('WEBGL_depth_texture'); -- getExtension('OES_texture_float'); -- getExtension('OES_texture_half_float'); -- getExtension('OES_texture_half_float_linear'); -- getExtension('OES_standard_derivatives'); -- getExtension('OES_element_index_uint'); -- getExtension('OES_vertex_array_object'); -- getExtension('ANGLE_instanced_arrays'); -- } -- getExtension('OES_texture_float_linear'); -- getExtension('EXT_color_buffer_half_float'); -- getExtension('WEBGL_multisampled_render_to_texture'); -+ -+ getExtension( 'WEBGL_depth_texture' ); -+ getExtension( 'OES_texture_float' ); -+ getExtension( 'OES_texture_half_float' ); -+ getExtension( 'OES_texture_half_float_linear' ); -+ getExtension( 'OES_standard_derivatives' ); -+ getExtension( 'OES_element_index_uint' ); -+ getExtension( 'OES_vertex_array_object' ); -+ getExtension( 'ANGLE_instanced_arrays' ); -+ -+ } -+ -+ getExtension( 'OES_texture_float_linear' ); -+ getExtension( 'EXT_color_buffer_half_float' ); -+ getExtension( 'WEBGL_multisampled_render_to_texture' ); -+ - }, -- get: function (name) { -- const extension = getExtension(name); -- if (extension === null) { -- console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.'); -+ -+ get: function ( name ) { -+ -+ const extension = getExtension( name ); -+ -+ if ( extension === null ) { -+ -+ console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); -+ - } -+ - return extension; -+ - } -+ - }; -+ - } - --function WebGLGeometries(gl, attributes, info, bindingStates) { -+function WebGLGeometries( gl, attributes, info, bindingStates ) { -+ - const geometries = {}; - const wireframeAttributes = new WeakMap(); -- function onGeometryDispose(event) { -+ -+ function onGeometryDispose( event ) { -+ - const geometry = event.target; -- if (geometry.index !== null) { -- attributes.remove(geometry.index); -+ -+ if ( geometry.index !== null ) { -+ -+ attributes.remove( geometry.index ); -+ - } -- for (const name in geometry.attributes) { -- attributes.remove(geometry.attributes[name]); -+ -+ for ( const name in geometry.attributes ) { -+ -+ attributes.remove( geometry.attributes[ name ] ); -+ - } -- geometry.removeEventListener('dispose', onGeometryDispose); -- delete geometries[geometry.id]; -- const attribute = wireframeAttributes.get(geometry); -- if (attribute) { -- attributes.remove(attribute); -- wireframeAttributes.delete(geometry); -+ -+ geometry.removeEventListener( 'dispose', onGeometryDispose ); -+ -+ delete geometries[ geometry.id ]; -+ -+ const attribute = wireframeAttributes.get( geometry ); -+ -+ if ( attribute ) { -+ -+ attributes.remove( attribute ); -+ wireframeAttributes.delete( geometry ); -+ - } -- bindingStates.releaseStatesOfGeometry(geometry); -- if (geometry.isInstancedBufferGeometry === true) { -+ -+ bindingStates.releaseStatesOfGeometry( geometry ); -+ -+ if ( geometry.isInstancedBufferGeometry === true ) { -+ - delete geometry._maxInstanceCount; -+ - } - - // - -- info.memory.geometries--; -+ info.memory.geometries --; -+ - } -- function get(object, geometry) { -- if (geometries[geometry.id] === true) return geometry; -- geometry.addEventListener('dispose', onGeometryDispose); -- geometries[geometry.id] = true; -- info.memory.geometries++; -+ -+ function get( object, geometry ) { -+ -+ if ( geometries[ geometry.id ] === true ) return geometry; -+ -+ geometry.addEventListener( 'dispose', onGeometryDispose ); -+ -+ geometries[ geometry.id ] = true; -+ -+ info.memory.geometries ++; -+ - return geometry; -+ - } -- function update(geometry) { -+ -+ function update( geometry ) { -+ - const geometryAttributes = geometry.attributes; - - // Updating index buffer in VAO now. See WebGLBindingStates. - -- for (const name in geometryAttributes) { -- attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER); -+ for ( const name in geometryAttributes ) { -+ -+ attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); -+ - } - - // morph targets - - const morphAttributes = geometry.morphAttributes; -- for (const name in morphAttributes) { -- const array = morphAttributes[name]; -- for (let i = 0, l = array.length; i < l; i++) { -- attributes.update(array[i], gl.ARRAY_BUFFER); -+ -+ for ( const name in morphAttributes ) { -+ -+ const array = morphAttributes[ name ]; -+ -+ for ( let i = 0, l = array.length; i < l; i ++ ) { -+ -+ attributes.update( array[ i ], gl.ARRAY_BUFFER ); -+ - } -+ - } -+ - } -- function updateWireframeAttribute(geometry) { -+ -+ function updateWireframeAttribute( geometry ) { -+ - const indices = []; -+ - const geometryIndex = geometry.index; - const geometryPosition = geometry.attributes.position; - let version = 0; -- if (geometryIndex !== null) { -+ -+ if ( geometryIndex !== null ) { -+ - const array = geometryIndex.array; - version = geometryIndex.version; -- for (let i = 0, l = array.length; i < l; i += 3) { -- const a = array[i + 0]; -- const b = array[i + 1]; -- const c = array[i + 2]; -- indices.push(a, b, b, c, c, a); -+ -+ for ( let i = 0, l = array.length; i < l; i += 3 ) { -+ -+ const a = array[ i + 0 ]; -+ const b = array[ i + 1 ]; -+ const c = array[ i + 2 ]; -+ -+ indices.push( a, b, b, c, c, a ); -+ - } -+ - } else { -+ - const array = geometryPosition.array; - version = geometryPosition.version; -- for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) { -+ -+ for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { -+ - const a = i + 0; - const b = i + 1; - const c = i + 2; -- indices.push(a, b, b, c, c, a); -+ -+ indices.push( a, b, b, c, c, a ); -+ - } -+ - } -- const attribute = new (arrayNeedsUint32(indices) ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1); -+ -+ const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - attribute.version = version; - - // Updating index buffer in VAO now. See WebGLBindingStates - - // - -- const previousAttribute = wireframeAttributes.get(geometry); -- if (previousAttribute) attributes.remove(previousAttribute); -+ const previousAttribute = wireframeAttributes.get( geometry ); -+ -+ if ( previousAttribute ) attributes.remove( previousAttribute ); - - // - -- wireframeAttributes.set(geometry, attribute); -+ wireframeAttributes.set( geometry, attribute ); -+ - } -- function getWireframeAttribute(geometry) { -- const currentAttribute = wireframeAttributes.get(geometry); -- if (currentAttribute) { -+ -+ function getWireframeAttribute( geometry ) { -+ -+ const currentAttribute = wireframeAttributes.get( geometry ); -+ -+ if ( currentAttribute ) { -+ - const geometryIndex = geometry.index; -- if (geometryIndex !== null) { -+ -+ if ( geometryIndex !== null ) { -+ - // if the attribute is obsolete, create a new one - -- if (currentAttribute.version < geometryIndex.version) { -- updateWireframeAttribute(geometry); -+ if ( currentAttribute.version < geometryIndex.version ) { -+ -+ updateWireframeAttribute( geometry ); -+ - } -+ - } -+ - } else { -- updateWireframeAttribute(geometry); -+ -+ updateWireframeAttribute( geometry ); -+ - } -- return wireframeAttributes.get(geometry); -+ -+ return wireframeAttributes.get( geometry ); -+ - } -+ - return { -+ - get: get, - update: update, -+ - getWireframeAttribute: getWireframeAttribute -+ - }; -+ - } - --function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) { -+function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - let mode; -- function setMode(value) { -+ -+ function setMode( value ) { -+ - mode = value; -+ - } -+ - let type, bytesPerElement; -- function setIndex(value) { -+ -+ function setIndex( value ) { -+ - type = value.type; - bytesPerElement = value.bytesPerElement; -+ - } -- function render(start, count) { -- gl.drawElements(mode, count, type, start * bytesPerElement); -- info.update(count, mode, 1); -+ -+ function render( start, count ) { -+ -+ gl.drawElements( mode, count, type, start * bytesPerElement ); -+ -+ info.update( count, mode, 1 ); -+ - } -- function renderInstances(start, count, primcount) { -- if (primcount === 0) return; -+ -+ function renderInstances( start, count, primcount ) { -+ -+ if ( primcount === 0 ) return; -+ - let extension, methodName; -- if (isWebGL2) { -+ -+ if ( isWebGL2 ) { -+ - extension = gl; - methodName = 'drawElementsInstanced'; -+ - } else { -- extension = extensions.get('ANGLE_instanced_arrays'); -+ -+ extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawElementsInstancedANGLE'; -- if (extension === null) { -- console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'); -+ -+ if ( extension === null ) { -+ -+ console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; -+ - } -+ - } -- extension[methodName](mode, count, type, start * bytesPerElement, primcount); -- info.update(count, mode, primcount); -+ -+ extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); -+ -+ info.update( count, mode, primcount ); -+ - } - - // -@@ -11171,13 +16670,16 @@ function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) { - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; -+ - } - --function WebGLInfo(gl) { -+function WebGLInfo( gl ) { -+ - const memory = { - geometries: 0, - textures: 0 - }; -+ - const render = { - frame: 0, - calls: 0, -@@ -11185,36 +16687,51 @@ function WebGLInfo(gl) { - points: 0, - lines: 0 - }; -- function update(count, mode, instanceCount) { -- render.calls++; -- switch (mode) { -+ -+ function update( count, mode, instanceCount ) { -+ -+ render.calls ++; -+ -+ switch ( mode ) { -+ - case gl.TRIANGLES: -- render.triangles += instanceCount * (count / 3); -+ render.triangles += instanceCount * ( count / 3 ); - break; -+ - case gl.LINES: -- render.lines += instanceCount * (count / 2); -+ render.lines += instanceCount * ( count / 2 ); - break; -+ - case gl.LINE_STRIP: -- render.lines += instanceCount * (count - 1); -+ render.lines += instanceCount * ( count - 1 ); - break; -+ - case gl.LINE_LOOP: - render.lines += instanceCount * count; - break; -+ - case gl.POINTS: - render.points += instanceCount * count; - break; -+ - default: -- console.error('THREE.WebGLInfo: Unknown draw mode:', mode); -+ console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); - break; -+ - } -+ - } -+ - function reset() { -- render.frame++; -+ -+ render.frame ++; - render.calls = 0; - render.triangles = 0; - render.points = 0; - render.lines = 0; -+ - } -+ - return { - memory: memory, - render: render, -@@ -11223,224 +16740,370 @@ function WebGLInfo(gl) { - reset: reset, - update: update - }; -+ - } - --function numericalSort(a, b) { -- return a[0] - b[0]; -+function numericalSort( a, b ) { -+ -+ return a[ 0 ] - b[ 0 ]; -+ - } --function absNumericalSort(a, b) { -- return Math.abs(b[1]) - Math.abs(a[1]); -+ -+function absNumericalSort( a, b ) { -+ -+ return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); -+ - } --function WebGLMorphtargets(gl, capabilities, textures) { -+ -+function WebGLMorphtargets( gl, capabilities, textures ) { -+ - const influencesList = {}; -- const morphInfluences = new Float32Array(8); -+ const morphInfluences = new Float32Array( 8 ); - const morphTextures = new WeakMap(); - const morph = new Vector4(); -+ - const workInfluences = []; -- for (let i = 0; i < 8; i++) { -- workInfluences[i] = [i, 0]; -+ -+ for ( let i = 0; i < 8; i ++ ) { -+ -+ workInfluences[ i ] = [ i, 0 ]; -+ - } -- function update(object, geometry, material, program) { -+ -+ function update( object, geometry, material, program ) { -+ - const objectInfluences = object.morphTargetInfluences; -- if (capabilities.isWebGL2 === true) { -+ -+ if ( capabilities.isWebGL2 === true ) { -+ - // instead of using attributes, the WebGL 2 code path encodes morph targets - // into an array of data textures. Each layer represents a single morph target. - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; -- const morphTargetsCount = morphAttribute !== undefined ? morphAttribute.length : 0; -- let entry = morphTextures.get(geometry); -- if (entry === undefined || entry.count !== morphTargetsCount) { -- if (entry !== undefined) entry.texture.dispose(); -+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; -+ -+ let entry = morphTextures.get( geometry ); -+ -+ if ( entry === undefined || entry.count !== morphTargetsCount ) { -+ -+ if ( entry !== undefined ) entry.texture.dispose(); -+ - const hasMorphPosition = geometry.morphAttributes.position !== undefined; - const hasMorphNormals = geometry.morphAttributes.normal !== undefined; - const hasMorphColors = geometry.morphAttributes.color !== undefined; -+ - const morphTargets = geometry.morphAttributes.position || []; - const morphNormals = geometry.morphAttributes.normal || []; - const morphColors = geometry.morphAttributes.color || []; -+ - let vertexDataCount = 0; -- if (hasMorphPosition === true) vertexDataCount = 1; -- if (hasMorphNormals === true) vertexDataCount = 2; -- if (hasMorphColors === true) vertexDataCount = 3; -+ -+ if ( hasMorphPosition === true ) vertexDataCount = 1; -+ if ( hasMorphNormals === true ) vertexDataCount = 2; -+ if ( hasMorphColors === true ) vertexDataCount = 3; -+ - let width = geometry.attributes.position.count * vertexDataCount; - let height = 1; -- if (width > capabilities.maxTextureSize) { -- height = Math.ceil(width / capabilities.maxTextureSize); -+ -+ if ( width > capabilities.maxTextureSize ) { -+ -+ height = Math.ceil( width / capabilities.maxTextureSize ); - width = capabilities.maxTextureSize; -+ - } -- const buffer = new Float32Array(width * height * 4 * morphTargetsCount); -- const texture = new DataArrayTexture(buffer, width, height, morphTargetsCount); -+ -+ const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); -+ -+ const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); - texture.type = FloatType; - texture.needsUpdate = true; - - // fill buffer - - const vertexDataStride = vertexDataCount * 4; -- for (let i = 0; i < morphTargetsCount; i++) { -- const morphTarget = morphTargets[i]; -- const morphNormal = morphNormals[i]; -- const morphColor = morphColors[i]; -+ -+ for ( let i = 0; i < morphTargetsCount; i ++ ) { -+ -+ const morphTarget = morphTargets[ i ]; -+ const morphNormal = morphNormals[ i ]; -+ const morphColor = morphColors[ i ]; -+ - const offset = width * height * 4 * i; -- for (let j = 0; j < morphTarget.count; j++) { -+ -+ for ( let j = 0; j < morphTarget.count; j ++ ) { -+ - const stride = j * vertexDataStride; -- if (hasMorphPosition === true) { -- morph.fromBufferAttribute(morphTarget, j); -- buffer[offset + stride + 0] = morph.x; -- buffer[offset + stride + 1] = morph.y; -- buffer[offset + stride + 2] = morph.z; -- buffer[offset + stride + 3] = 0; -+ -+ if ( hasMorphPosition === true ) { -+ -+ morph.fromBufferAttribute( morphTarget, j ); -+ -+ buffer[ offset + stride + 0 ] = morph.x; -+ buffer[ offset + stride + 1 ] = morph.y; -+ buffer[ offset + stride + 2 ] = morph.z; -+ buffer[ offset + stride + 3 ] = 0; -+ - } -- if (hasMorphNormals === true) { -- morph.fromBufferAttribute(morphNormal, j); -- buffer[offset + stride + 4] = morph.x; -- buffer[offset + stride + 5] = morph.y; -- buffer[offset + stride + 6] = morph.z; -- buffer[offset + stride + 7] = 0; -+ -+ if ( hasMorphNormals === true ) { -+ -+ morph.fromBufferAttribute( morphNormal, j ); -+ -+ buffer[ offset + stride + 4 ] = morph.x; -+ buffer[ offset + stride + 5 ] = morph.y; -+ buffer[ offset + stride + 6 ] = morph.z; -+ buffer[ offset + stride + 7 ] = 0; -+ - } -- if (hasMorphColors === true) { -- morph.fromBufferAttribute(morphColor, j); -- buffer[offset + stride + 8] = morph.x; -- buffer[offset + stride + 9] = morph.y; -- buffer[offset + stride + 10] = morph.z; -- buffer[offset + stride + 11] = morphColor.itemSize === 4 ? morph.w : 1; -+ -+ if ( hasMorphColors === true ) { -+ -+ morph.fromBufferAttribute( morphColor, j ); -+ -+ buffer[ offset + stride + 8 ] = morph.x; -+ buffer[ offset + stride + 9 ] = morph.y; -+ buffer[ offset + stride + 10 ] = morph.z; -+ buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; -+ - } -+ - } -+ - } -+ - entry = { - count: morphTargetsCount, - texture: texture, -- size: new Vector2(width, height) -+ size: new Vector2( width, height ) - }; -- morphTextures.set(geometry, entry); -+ -+ morphTextures.set( geometry, entry ); -+ - function disposeTexture() { -+ - texture.dispose(); -- morphTextures.delete(geometry); -- geometry.removeEventListener('dispose', disposeTexture); -+ -+ morphTextures.delete( geometry ); -+ -+ geometry.removeEventListener( 'dispose', disposeTexture ); -+ - } -- geometry.addEventListener('dispose', disposeTexture); -+ -+ geometry.addEventListener( 'dispose', disposeTexture ); -+ - } - - // - - let morphInfluencesSum = 0; -- for (let i = 0; i < objectInfluences.length; i++) { -- morphInfluencesSum += objectInfluences[i]; -+ -+ for ( let i = 0; i < objectInfluences.length; i ++ ) { -+ -+ morphInfluencesSum += objectInfluences[ i ]; -+ - } -+ - const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; -- program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence); -- program.getUniforms().setValue(gl, 'morphTargetInfluences', objectInfluences); -- program.getUniforms().setValue(gl, 'morphTargetsTexture', entry.texture, textures); -- program.getUniforms().setValue(gl, 'morphTargetsTextureSize', entry.size); -+ -+ program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); -+ program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); -+ -+ program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); -+ program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); -+ -+ - } else { -+ - // When object doesn't have morph target influences defined, we treat it as a 0-length array - // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences - - const length = objectInfluences === undefined ? 0 : objectInfluences.length; -- let influences = influencesList[geometry.id]; -- if (influences === undefined || influences.length !== length) { -+ -+ let influences = influencesList[ geometry.id ]; -+ -+ if ( influences === undefined || influences.length !== length ) { -+ - // initialise list - - influences = []; -- for (let i = 0; i < length; i++) { -- influences[i] = [i, 0]; -+ -+ for ( let i = 0; i < length; i ++ ) { -+ -+ influences[ i ] = [ i, 0 ]; -+ - } -- influencesList[geometry.id] = influences; -+ -+ influencesList[ geometry.id ] = influences; -+ - } - - // Collect influences - -- for (let i = 0; i < length; i++) { -- const influence = influences[i]; -- influence[0] = i; -- influence[1] = objectInfluences[i]; -+ for ( let i = 0; i < length; i ++ ) { -+ -+ const influence = influences[ i ]; -+ -+ influence[ 0 ] = i; -+ influence[ 1 ] = objectInfluences[ i ]; -+ - } -- influences.sort(absNumericalSort); -- for (let i = 0; i < 8; i++) { -- if (i < length && influences[i][1]) { -- workInfluences[i][0] = influences[i][0]; -- workInfluences[i][1] = influences[i][1]; -+ -+ influences.sort( absNumericalSort ); -+ -+ for ( let i = 0; i < 8; i ++ ) { -+ -+ if ( i < length && influences[ i ][ 1 ] ) { -+ -+ workInfluences[ i ][ 0 ] = influences[ i ][ 0 ]; -+ workInfluences[ i ][ 1 ] = influences[ i ][ 1 ]; -+ - } else { -- workInfluences[i][0] = Number.MAX_SAFE_INTEGER; -- workInfluences[i][1] = 0; -+ -+ workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER; -+ workInfluences[ i ][ 1 ] = 0; -+ - } -+ - } -- workInfluences.sort(numericalSort); -+ -+ workInfluences.sort( numericalSort ); -+ - const morphTargets = geometry.morphAttributes.position; - const morphNormals = geometry.morphAttributes.normal; -+ - let morphInfluencesSum = 0; -- for (let i = 0; i < 8; i++) { -- const influence = workInfluences[i]; -- const index = influence[0]; -- const value = influence[1]; -- if (index !== Number.MAX_SAFE_INTEGER && value) { -- if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) { -- geometry.setAttribute('morphTarget' + i, morphTargets[index]); -+ -+ for ( let i = 0; i < 8; i ++ ) { -+ -+ const influence = workInfluences[ i ]; -+ const index = influence[ 0 ]; -+ const value = influence[ 1 ]; -+ -+ if ( index !== Number.MAX_SAFE_INTEGER && value ) { -+ -+ if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) { -+ -+ geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); -+ - } -- if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) { -- geometry.setAttribute('morphNormal' + i, morphNormals[index]); -+ -+ if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) { -+ -+ geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); -+ - } -- morphInfluences[i] = value; -+ -+ morphInfluences[ i ] = value; - morphInfluencesSum += value; -+ - } else { -- if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) { -- geometry.deleteAttribute('morphTarget' + i); -+ -+ if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) { -+ -+ geometry.deleteAttribute( 'morphTarget' + i ); -+ - } -- if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) { -- geometry.deleteAttribute('morphNormal' + i); -+ -+ if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) { -+ -+ geometry.deleteAttribute( 'morphNormal' + i ); -+ - } -- morphInfluences[i] = 0; -+ -+ morphInfluences[ i ] = 0; -+ - } -+ - } - - // GLSL shader uses formula baseinfluence * base + sum(target * influence) - // This allows us to switch between absolute morphs and relative morphs without changing shader code - // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) - const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; -- program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence); -- program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences); -+ -+ program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); -+ program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); -+ - } -+ - } -+ - return { -+ - update: update -+ - }; -+ - } - --function WebGLObjects(gl, geometries, attributes, info) { -+function WebGLObjects( gl, geometries, attributes, info ) { -+ - let updateMap = new WeakMap(); -- function update(object) { -+ -+ function update( object ) { -+ - const frame = info.render.frame; -+ - const geometry = object.geometry; -- const buffergeometry = geometries.get(object, geometry); -+ const buffergeometry = geometries.get( object, geometry ); - - // Update once per frame - -- if (updateMap.get(buffergeometry) !== frame) { -- geometries.update(buffergeometry); -- updateMap.set(buffergeometry, frame); -+ if ( updateMap.get( buffergeometry ) !== frame ) { -+ -+ geometries.update( buffergeometry ); -+ -+ updateMap.set( buffergeometry, frame ); -+ - } -- if (object.isInstancedMesh) { -- if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) { -- object.addEventListener('dispose', onInstancedMeshDispose); -+ -+ if ( object.isInstancedMesh ) { -+ -+ if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { -+ -+ object.addEventListener( 'dispose', onInstancedMeshDispose ); -+ - } -- attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER); -- if (object.instanceColor !== null) { -- attributes.update(object.instanceColor, gl.ARRAY_BUFFER); -+ -+ attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); -+ -+ if ( object.instanceColor !== null ) { -+ -+ attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); -+ - } -+ - } -+ - return buffergeometry; -+ - } -+ - function dispose() { -+ - updateMap = new WeakMap(); -+ - } -- function onInstancedMeshDispose(event) { -+ -+ function onInstancedMeshDispose( event ) { -+ - const instancedMesh = event.target; -- instancedMesh.removeEventListener('dispose', onInstancedMeshDispose); -- attributes.remove(instancedMesh.instanceMatrix); -- if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor); -+ -+ instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); -+ -+ attributes.remove( instancedMesh.instanceMatrix ); -+ -+ if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); -+ - } -+ - return { -+ - update: update, - dispose: dispose -+ - }; -+ - } - - /** -@@ -11460,7 +17123,7 @@ function WebGLObjects(gl, geometries, attributes, info) { - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) -- * the 'textures' parameter is needed for sampler uniforms -+ * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): -@@ -11478,17 +17141,18 @@ function WebGLObjects(gl, geometries, attributes, info) { - * - * .setValue( gl, name, value, textures ) - * -- * sets uniform with name 'name' to 'value' -+ * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ --const emptyTexture = /*@__PURE__*/new Texture(); --const emptyArrayTexture = /*@__PURE__*/new DataArrayTexture(); --const empty3dTexture = /*@__PURE__*/new Data3DTexture(); --const emptyCubeTexture = /*@__PURE__*/new CubeTexture(); -+ -+const emptyTexture = /*@__PURE__*/ new Texture(); -+const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); -+const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); -+const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); - - // --- Utilities --- - -@@ -11499,58 +17163,92 @@ const arrayCacheI32 = []; - - // Float32Array caches used for uploading Matrix uniforms - --const mat4array = new Float32Array(16); --const mat3array = new Float32Array(9); --const mat2array = new Float32Array(4); -+const mat4array = new Float32Array( 16 ); -+const mat3array = new Float32Array( 9 ); -+const mat2array = new Float32Array( 4 ); - - // Flattening for arrays of vectors and matrices - --function flatten(array, nBlocks, blockSize) { -- const firstElem = array[0]; -- if (firstElem <= 0 || firstElem > 0) return array; -+function flatten( array, nBlocks, blockSize ) { -+ -+ const firstElem = array[ 0 ]; -+ -+ if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 - - const n = nBlocks * blockSize; -- let r = arrayCacheF32[n]; -- if (r === undefined) { -- r = new Float32Array(n); -- arrayCacheF32[n] = r; -- } -- if (nBlocks !== 0) { -- firstElem.toArray(r, 0); -- for (let i = 1, offset = 0; i !== nBlocks; ++i) { -+ let r = arrayCacheF32[ n ]; -+ -+ if ( r === undefined ) { -+ -+ r = new Float32Array( n ); -+ arrayCacheF32[ n ] = r; -+ -+ } -+ -+ if ( nBlocks !== 0 ) { -+ -+ firstElem.toArray( r, 0 ); -+ -+ for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { -+ - offset += blockSize; -- array[i].toArray(r, offset); -+ array[ i ].toArray( r, offset ); -+ - } -+ - } -+ - return r; -+ - } --function arraysEqual(a, b) { -- if (a.length !== b.length) return false; -- for (let i = 0, l = a.length; i < l; i++) { -- if (a[i] !== b[i]) return false; -+ -+function arraysEqual( a, b ) { -+ -+ if ( a.length !== b.length ) return false; -+ -+ for ( let i = 0, l = a.length; i < l; i ++ ) { -+ -+ if ( a[ i ] !== b[ i ] ) return false; -+ - } -+ - return true; -+ - } --function copyArray(a, b) { -- for (let i = 0, l = b.length; i < l; i++) { -- a[i] = b[i]; -+ -+function copyArray( a, b ) { -+ -+ for ( let i = 0, l = b.length; i < l; i ++ ) { -+ -+ a[ i ] = b[ i ]; -+ - } -+ - } - - // Texture unit allocation - --function allocTexUnits(textures, n) { -- let r = arrayCacheI32[n]; -- if (r === undefined) { -- r = new Int32Array(n); -- arrayCacheI32[n] = r; -+function allocTexUnits( textures, n ) { -+ -+ let r = arrayCacheI32[ n ]; -+ -+ if ( r === undefined ) { -+ -+ r = new Int32Array( n ); -+ arrayCacheI32[ n ] = r; -+ - } -- for (let i = 0; i !== n; ++i) { -- r[i] = textures.allocateTextureUnit(); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ r[ i ] = textures.allocateTextureUnit(); -+ - } -+ - return r; -+ - } - - // --- Setters --- -@@ -11560,595 +17258,846 @@ function allocTexUnits(textures, n) { - - // Single scalar - --function setValueV1f(gl, v) { -+function setValueV1f( gl, v ) { -+ - const cache = this.cache; -- if (cache[0] === v) return; -- gl.uniform1f(this.addr, v); -- cache[0] = v; -+ -+ if ( cache[ 0 ] === v ) return; -+ -+ gl.uniform1f( this.addr, v ); -+ -+ cache[ 0 ] = v; -+ - } - - // Single float vector (from flat array or THREE.VectorN) - --function setValueV2f(gl, v) { -+function setValueV2f( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y) { -- gl.uniform2f(this.addr, v.x, v.y); -- cache[0] = v.x; -- cache[1] = v.y; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { -+ -+ gl.uniform2f( this.addr, v.x, v.y ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform2fv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform2fv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } --function setValueV3f(gl, v) { -+ -+function setValueV3f( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { -- gl.uniform3f(this.addr, v.x, v.y, v.z); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- } -- } else if (v.r !== undefined) { -- if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) { -- gl.uniform3f(this.addr, v.r, v.g, v.b); -- cache[0] = v.r; -- cache[1] = v.g; -- cache[2] = v.b; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { -+ -+ gl.uniform3f( this.addr, v.x, v.y, v.z ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ -+ } -+ -+ } else if ( v.r !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { -+ -+ gl.uniform3f( this.addr, v.r, v.g, v.b ); -+ -+ cache[ 0 ] = v.r; -+ cache[ 1 ] = v.g; -+ cache[ 2 ] = v.b; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform3fv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform3fv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } --function setValueV4f(gl, v) { -+ -+function setValueV4f( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { -- gl.uniform4f(this.addr, v.x, v.y, v.z, v.w); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- cache[3] = v.w; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { -+ -+ gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ cache[ 3 ] = v.w; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform4fv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform4fv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } - - // Single matrix (from flat array or THREE.MatrixN) - --function setValueM2(gl, v) { -+function setValueM2( gl, v ) { -+ - const cache = this.cache; - const elements = v.elements; -- if (elements === undefined) { -- if (arraysEqual(cache, v)) return; -- gl.uniformMatrix2fv(this.addr, false, v); -- copyArray(cache, v); -+ -+ if ( elements === undefined ) { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniformMatrix2fv( this.addr, false, v ); -+ -+ copyArray( cache, v ); -+ - } else { -- if (arraysEqual(cache, elements)) return; -- mat2array.set(elements); -- gl.uniformMatrix2fv(this.addr, false, mat2array); -- copyArray(cache, elements); -+ -+ if ( arraysEqual( cache, elements ) ) return; -+ -+ mat2array.set( elements ); -+ -+ gl.uniformMatrix2fv( this.addr, false, mat2array ); -+ -+ copyArray( cache, elements ); -+ - } -+ - } --function setValueM3(gl, v) { -+ -+function setValueM3( gl, v ) { -+ - const cache = this.cache; - const elements = v.elements; -- if (elements === undefined) { -- if (arraysEqual(cache, v)) return; -- gl.uniformMatrix3fv(this.addr, false, v); -- copyArray(cache, v); -+ -+ if ( elements === undefined ) { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniformMatrix3fv( this.addr, false, v ); -+ -+ copyArray( cache, v ); -+ - } else { -- if (arraysEqual(cache, elements)) return; -- mat3array.set(elements); -- gl.uniformMatrix3fv(this.addr, false, mat3array); -- copyArray(cache, elements); -+ -+ if ( arraysEqual( cache, elements ) ) return; -+ -+ mat3array.set( elements ); -+ -+ gl.uniformMatrix3fv( this.addr, false, mat3array ); -+ -+ copyArray( cache, elements ); -+ - } -+ - } --function setValueM4(gl, v) { -+ -+function setValueM4( gl, v ) { -+ - const cache = this.cache; - const elements = v.elements; -- if (elements === undefined) { -- if (arraysEqual(cache, v)) return; -- gl.uniformMatrix4fv(this.addr, false, v); -- copyArray(cache, v); -+ -+ if ( elements === undefined ) { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniformMatrix4fv( this.addr, false, v ); -+ -+ copyArray( cache, v ); -+ - } else { -- if (arraysEqual(cache, elements)) return; -- mat4array.set(elements); -- gl.uniformMatrix4fv(this.addr, false, mat4array); -- copyArray(cache, elements); -+ -+ if ( arraysEqual( cache, elements ) ) return; -+ -+ mat4array.set( elements ); -+ -+ gl.uniformMatrix4fv( this.addr, false, mat4array ); -+ -+ copyArray( cache, elements ); -+ - } -+ - } - - // Single integer / boolean - --function setValueV1i(gl, v) { -+function setValueV1i( gl, v ) { -+ - const cache = this.cache; -- if (cache[0] === v) return; -- gl.uniform1i(this.addr, v); -- cache[0] = v; -+ -+ if ( cache[ 0 ] === v ) return; -+ -+ gl.uniform1i( this.addr, v ); -+ -+ cache[ 0 ] = v; -+ - } - - // Single integer / boolean vector (from flat array or THREE.VectorN) - --function setValueV2i(gl, v) { -- const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y) { -- gl.uniform2i(this.addr, v.x, v.y); -- cache[0] = v.x; -- cache[1] = v.y; -- } -- } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform2iv(this.addr, v); -- copyArray(cache, v); -- } --} --function setValueV3i(gl, v) { -- const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { -- gl.uniform3i(this.addr, v.x, v.y, v.z); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- } -- } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform3iv(this.addr, v); -- copyArray(cache, v); -- } --} --function setValueV4i(gl, v) { -+function setValueV2i( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { -- gl.uniform4i(this.addr, v.x, v.y, v.z, v.w); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- cache[3] = v.w; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { -+ -+ gl.uniform2i( this.addr, v.x, v.y ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform4iv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform2iv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } - --// Single unsigned integer -+function setValueV3i( gl, v ) { - --function setValueV1ui(gl, v) { - const cache = this.cache; -- if (cache[0] === v) return; -- gl.uniform1ui(this.addr, v); -- cache[0] = v; --} - --// Single unsigned integer vector (from flat array or THREE.VectorN) -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { -+ -+ gl.uniform3i( this.addr, v.x, v.y, v.z ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; - --function setValueV2ui(gl, v) { -- const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y) { -- gl.uniform2ui(this.addr, v.x, v.y); -- cache[0] = v.x; -- cache[1] = v.y; - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform2uiv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform3iv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ -+ } -+ -+} -+ -+function setValueV4i( gl, v ) { -+ -+ const cache = this.cache; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { -+ -+ gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ cache[ 3 ] = v.w; -+ -+ } -+ -+ } else { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform4iv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ -+ } -+ -+} -+ -+// Single unsigned integer -+ -+function setValueV1ui( gl, v ) { -+ -+ const cache = this.cache; -+ -+ if ( cache[ 0 ] === v ) return; -+ -+ gl.uniform1ui( this.addr, v ); -+ -+ cache[ 0 ] = v; -+ -+} -+ -+// Single unsigned integer vector (from flat array or THREE.VectorN) -+ -+function setValueV2ui( gl, v ) { -+ -+ const cache = this.cache; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { -+ -+ gl.uniform2ui( this.addr, v.x, v.y ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ -+ } -+ -+ } else { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform2uiv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } --function setValueV3ui(gl, v) { -+ -+function setValueV3ui( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { -- gl.uniform3ui(this.addr, v.x, v.y, v.z); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { -+ -+ gl.uniform3ui( this.addr, v.x, v.y, v.z ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform3uiv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform3uiv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } --function setValueV4ui(gl, v) { -+ -+function setValueV4ui( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { -- gl.uniform4ui(this.addr, v.x, v.y, v.z, v.w); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- cache[3] = v.w; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { -+ -+ gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ cache[ 3 ] = v.w; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform4uiv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform4uiv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } - -+ - // Single texture (2D / Cube) - --function setValueT1(gl, v, textures) { -+function setValueT1( gl, v, textures ) { -+ - const cache = this.cache; - const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTexture2D(v || emptyTexture, unit); -+ -+ textures.setTexture2D( v || emptyTexture, unit ); -+ - } --function setValueT3D1(gl, v, textures) { -+ -+function setValueT3D1( gl, v, textures ) { -+ - const cache = this.cache; - const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTexture3D(v || empty3dTexture, unit); -+ -+ textures.setTexture3D( v || empty3dTexture, unit ); -+ - } --function setValueT6(gl, v, textures) { -+ -+function setValueT6( gl, v, textures ) { -+ - const cache = this.cache; - const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTextureCube(v || emptyCubeTexture, unit); -+ -+ textures.setTextureCube( v || emptyCubeTexture, unit ); -+ - } --function setValueT2DArray1(gl, v, textures) { -+ -+function setValueT2DArray1( gl, v, textures ) { -+ - const cache = this.cache; - const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTexture2DArray(v || emptyArrayTexture, unit); -+ -+ textures.setTexture2DArray( v || emptyArrayTexture, unit ); -+ - } - - // Helper to pick the right setter for the singular case - --function getSingularSetter(type) { -- switch (type) { -- case 0x1406: -- return setValueV1f; -- // FLOAT -- case 0x8b50: -- return setValueV2f; -- // _VEC2 -- case 0x8b51: -- return setValueV3f; -- // _VEC3 -- case 0x8b52: -- return setValueV4f; -- // _VEC4 -- -- case 0x8b5a: -- return setValueM2; -- // _MAT2 -- case 0x8b5b: -- return setValueM3; -- // _MAT3 -- case 0x8b5c: -- return setValueM4; -- // _MAT4 -- -- case 0x1404: -- case 0x8b56: -- return setValueV1i; -- // INT, BOOL -- case 0x8b53: -- case 0x8b57: -- return setValueV2i; -- // _VEC2 -- case 0x8b54: -- case 0x8b58: -- return setValueV3i; -- // _VEC3 -- case 0x8b55: -- case 0x8b59: -- return setValueV4i; -- // _VEC4 -- -- case 0x1405: -- return setValueV1ui; -- // UINT -- case 0x8dc6: -- return setValueV2ui; -- // _VEC2 -- case 0x8dc7: -- return setValueV3ui; -- // _VEC3 -- case 0x8dc8: -- return setValueV4ui; -- // _VEC4 -+function getSingularSetter( type ) { -+ -+ switch ( type ) { -+ -+ case 0x1406: return setValueV1f; // FLOAT -+ case 0x8b50: return setValueV2f; // _VEC2 -+ case 0x8b51: return setValueV3f; // _VEC3 -+ case 0x8b52: return setValueV4f; // _VEC4 -+ -+ case 0x8b5a: return setValueM2; // _MAT2 -+ case 0x8b5b: return setValueM3; // _MAT3 -+ case 0x8b5c: return setValueM4; // _MAT4 -+ -+ case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL -+ case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 -+ case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 -+ case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 -+ -+ case 0x1405: return setValueV1ui; // UINT -+ case 0x8dc6: return setValueV2ui; // _VEC2 -+ case 0x8dc7: return setValueV3ui; // _VEC3 -+ case 0x8dc8: return setValueV4ui; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D -- case 0x8b62: -- // SAMPLER_2D_SHADOW -+ case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1; -+ - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D -- case 0x8dd3: -- // UNSIGNED_INT_SAMPLER_3D -+ case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3D1; -+ - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE -- case 0x8dc5: -- // SAMPLER_CUBE_SHADOW -+ case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6; -+ - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY -- case 0x8dc4: -- // SAMPLER_2D_ARRAY_SHADOW -+ case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArray1; -+ - } -+ - } - -+ - // Array of scalars - --function setValueV1fArray(gl, v) { -- gl.uniform1fv(this.addr, v); -+function setValueV1fArray( gl, v ) { -+ -+ gl.uniform1fv( this.addr, v ); -+ - } - - // Array of vectors (from flat array or array of THREE.VectorN) - --function setValueV2fArray(gl, v) { -- const data = flatten(v, this.size, 2); -- gl.uniform2fv(this.addr, data); -+function setValueV2fArray( gl, v ) { -+ -+ const data = flatten( v, this.size, 2 ); -+ -+ gl.uniform2fv( this.addr, data ); -+ - } --function setValueV3fArray(gl, v) { -- const data = flatten(v, this.size, 3); -- gl.uniform3fv(this.addr, data); -+ -+function setValueV3fArray( gl, v ) { -+ -+ const data = flatten( v, this.size, 3 ); -+ -+ gl.uniform3fv( this.addr, data ); -+ - } --function setValueV4fArray(gl, v) { -- const data = flatten(v, this.size, 4); -- gl.uniform4fv(this.addr, data); -+ -+function setValueV4fArray( gl, v ) { -+ -+ const data = flatten( v, this.size, 4 ); -+ -+ gl.uniform4fv( this.addr, data ); -+ - } - - // Array of matrices (from flat array or array of THREE.MatrixN) - --function setValueM2Array(gl, v) { -- const data = flatten(v, this.size, 4); -- gl.uniformMatrix2fv(this.addr, false, data); -+function setValueM2Array( gl, v ) { -+ -+ const data = flatten( v, this.size, 4 ); -+ -+ gl.uniformMatrix2fv( this.addr, false, data ); -+ - } --function setValueM3Array(gl, v) { -- const data = flatten(v, this.size, 9); -- gl.uniformMatrix3fv(this.addr, false, data); -+ -+function setValueM3Array( gl, v ) { -+ -+ const data = flatten( v, this.size, 9 ); -+ -+ gl.uniformMatrix3fv( this.addr, false, data ); -+ - } --function setValueM4Array(gl, v) { -- const data = flatten(v, this.size, 16); -- gl.uniformMatrix4fv(this.addr, false, data); -+ -+function setValueM4Array( gl, v ) { -+ -+ const data = flatten( v, this.size, 16 ); -+ -+ gl.uniformMatrix4fv( this.addr, false, data ); -+ - } - - // Array of integer / boolean - --function setValueV1iArray(gl, v) { -- gl.uniform1iv(this.addr, v); -+function setValueV1iArray( gl, v ) { -+ -+ gl.uniform1iv( this.addr, v ); -+ - } - - // Array of integer / boolean vectors (from flat array) - --function setValueV2iArray(gl, v) { -- gl.uniform2iv(this.addr, v); -+function setValueV2iArray( gl, v ) { -+ -+ gl.uniform2iv( this.addr, v ); -+ - } --function setValueV3iArray(gl, v) { -- gl.uniform3iv(this.addr, v); -+ -+function setValueV3iArray( gl, v ) { -+ -+ gl.uniform3iv( this.addr, v ); -+ - } --function setValueV4iArray(gl, v) { -- gl.uniform4iv(this.addr, v); -+ -+function setValueV4iArray( gl, v ) { -+ -+ gl.uniform4iv( this.addr, v ); -+ - } - - // Array of unsigned integer - --function setValueV1uiArray(gl, v) { -- gl.uniform1uiv(this.addr, v); -+function setValueV1uiArray( gl, v ) { -+ -+ gl.uniform1uiv( this.addr, v ); -+ - } - - // Array of unsigned integer vectors (from flat array) - --function setValueV2uiArray(gl, v) { -- gl.uniform2uiv(this.addr, v); -+function setValueV2uiArray( gl, v ) { -+ -+ gl.uniform2uiv( this.addr, v ); -+ - } --function setValueV3uiArray(gl, v) { -- gl.uniform3uiv(this.addr, v); -+ -+function setValueV3uiArray( gl, v ) { -+ -+ gl.uniform3uiv( this.addr, v ); -+ - } --function setValueV4uiArray(gl, v) { -- gl.uniform4uiv(this.addr, v); -+ -+function setValueV4uiArray( gl, v ) { -+ -+ gl.uniform4uiv( this.addr, v ); -+ - } - -+ - // Array of textures (2D / 3D / Cube / 2DArray) - --function setValueT1Array(gl, v, textures) { -+function setValueT1Array( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTexture2D(v[i] || emptyTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); -+ - } -+ - } --function setValueT3DArray(gl, v, textures) { -+ -+function setValueT3DArray( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTexture3D(v[i] || empty3dTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); -+ - } -+ - } --function setValueT6Array(gl, v, textures) { -+ -+function setValueT6Array( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTextureCube(v[i] || emptyCubeTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); -+ - } -+ - } --function setValueT2DArrayArray(gl, v, textures) { -+ -+function setValueT2DArrayArray( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTexture2DArray(v[i] || emptyArrayTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); -+ - } -+ - } - -+ - // Helper to pick the right setter for a pure (bottom-level) array - --function getPureArraySetter(type) { -- switch (type) { -- case 0x1406: -- return setValueV1fArray; -- // FLOAT -- case 0x8b50: -- return setValueV2fArray; -- // _VEC2 -- case 0x8b51: -- return setValueV3fArray; -- // _VEC3 -- case 0x8b52: -- return setValueV4fArray; -- // _VEC4 -- -- case 0x8b5a: -- return setValueM2Array; -- // _MAT2 -- case 0x8b5b: -- return setValueM3Array; -- // _MAT3 -- case 0x8b5c: -- return setValueM4Array; -- // _MAT4 -- -- case 0x1404: -- case 0x8b56: -- return setValueV1iArray; -- // INT, BOOL -- case 0x8b53: -- case 0x8b57: -- return setValueV2iArray; -- // _VEC2 -- case 0x8b54: -- case 0x8b58: -- return setValueV3iArray; -- // _VEC3 -- case 0x8b55: -- case 0x8b59: -- return setValueV4iArray; -- // _VEC4 -- -- case 0x1405: -- return setValueV1uiArray; -- // UINT -- case 0x8dc6: -- return setValueV2uiArray; -- // _VEC2 -- case 0x8dc7: -- return setValueV3uiArray; -- // _VEC3 -- case 0x8dc8: -- return setValueV4uiArray; -- // _VEC4 -+function getPureArraySetter( type ) { -+ -+ switch ( type ) { -+ -+ case 0x1406: return setValueV1fArray; // FLOAT -+ case 0x8b50: return setValueV2fArray; // _VEC2 -+ case 0x8b51: return setValueV3fArray; // _VEC3 -+ case 0x8b52: return setValueV4fArray; // _VEC4 -+ -+ case 0x8b5a: return setValueM2Array; // _MAT2 -+ case 0x8b5b: return setValueM3Array; // _MAT3 -+ case 0x8b5c: return setValueM4Array; // _MAT4 -+ -+ case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL -+ case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 -+ case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 -+ case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 -+ -+ case 0x1405: return setValueV1uiArray; // UINT -+ case 0x8dc6: return setValueV2uiArray; // _VEC2 -+ case 0x8dc7: return setValueV3uiArray; // _VEC3 -+ case 0x8dc8: return setValueV4uiArray; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D -- case 0x8b62: -- // SAMPLER_2D_SHADOW -+ case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1Array; -+ - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D -- case 0x8dd3: -- // UNSIGNED_INT_SAMPLER_3D -+ case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3DArray; -+ - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE -- case 0x8dc5: -- // SAMPLER_CUBE_SHADOW -+ case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6Array; -+ - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY -- case 0x8dc4: -- // SAMPLER_2D_ARRAY_SHADOW -+ case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArrayArray; -+ - } -+ - } - - // --- Uniform Classes --- - - class SingleUniform { -- constructor(id, activeInfo, addr) { -+ -+ constructor( id, activeInfo, addr ) { -+ - this.id = id; - this.addr = addr; - this.cache = []; -- this.setValue = getSingularSetter(activeInfo.type); -+ this.setValue = getSingularSetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG -+ - } -+ - } - - class PureArrayUniform { -- constructor(id, activeInfo, addr) { -+ -+ constructor( id, activeInfo, addr ) { -+ - this.id = id; - this.addr = addr; - this.cache = []; - this.size = activeInfo.size; -- this.setValue = getPureArraySetter(activeInfo.type); -+ this.setValue = getPureArraySetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG -+ - } -+ - } - - class StructuredUniform { -- constructor(id) { -+ -+ constructor( id ) { -+ - this.id = id; -+ - this.seq = []; - this.map = {}; -+ - } -- setValue(gl, value, textures) { -+ -+ setValue( gl, value, textures ) { -+ - const seq = this.seq; -- for (let i = 0, n = seq.length; i !== n; ++i) { -- const u = seq[i]; -- u.setValue(gl, value[u.id], textures); -+ -+ for ( let i = 0, n = seq.length; i !== n; ++ i ) { -+ -+ const u = seq[ i ]; -+ u.setValue( gl, value[ u.id ], textures ); -+ - } -+ - } -+ - } - - // --- Top-level --- -@@ -12159,545 +18108,1232 @@ const RePathPart = /(\w+)(\])?(\[|\.)?/g; - - // extracts - // - the identifier (member name or array index) --// - followed by an optional right bracket (found when array index) --// - followed by an optional left bracket or dot (type of subscript) -+// - followed by an optional right bracket (found when array index) -+// - followed by an optional left bracket or dot (type of subscript) - // - // Note: These portions can be read in a non-overlapping fashion and - // allow straightforward parsing of the hierarchy that WebGL encodes - // in the uniform names. - --function addUniform(container, uniformObject) { -- container.seq.push(uniformObject); -- container.map[uniformObject.id] = uniformObject; -+function addUniform( container, uniformObject ) { -+ -+ container.seq.push( uniformObject ); -+ container.map[ uniformObject.id ] = uniformObject; -+ - } --function parseUniform(activeInfo, addr, container) { -+ -+function parseUniform( activeInfo, addr, container ) { -+ - const path = activeInfo.name, - pathLength = path.length; - - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; -- while (true) { -- const match = RePathPart.exec(path), -+ -+ while ( true ) { -+ -+ const match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex; -- let id = match[1]; -- const idIsIndex = match[2] === ']', -- subscript = match[3]; -- if (idIsIndex) id = id | 0; // convert to integer - -- if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) { -+ let id = match[ 1 ]; -+ const idIsIndex = match[ 2 ] === ']', -+ subscript = match[ 3 ]; -+ -+ if ( idIsIndex ) id = id | 0; // convert to integer -+ -+ if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { -+ - // bare name or "pure" bottom-level array "[0]" suffix - -- addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr)); -+ addUniform( container, subscript === undefined ? -+ new SingleUniform( id, activeInfo, addr ) : -+ new PureArrayUniform( id, activeInfo, addr ) ); -+ - break; -+ - } else { -+ - // step into inner node / create it in case it doesn't exist - - const map = container.map; -- let next = map[id]; -- if (next === undefined) { -- next = new StructuredUniform(id); -- addUniform(container, next); -+ let next = map[ id ]; -+ -+ if ( next === undefined ) { -+ -+ next = new StructuredUniform( id ); -+ addUniform( container, next ); -+ - } -+ - container = next; -+ - } -+ - } -+ - } - - // Root Container - - class WebGLUniforms { -- constructor(gl, program) { -+ -+ constructor( gl, program ) { -+ - this.seq = []; - this.map = {}; -- const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); -- for (let i = 0; i < n; ++i) { -- const info = gl.getActiveUniform(program, i), -- addr = gl.getUniformLocation(program, info.name); -- parseUniform(info, addr, this); -- } -- } -- setValue(gl, name, value, textures) { -- const u = this.map[name]; -- if (u !== undefined) u.setValue(gl, value, textures); -- } -- setOptional(gl, object, name) { -- const v = object[name]; -- if (v !== undefined) this.setValue(gl, name, v); -- } -- static upload(gl, seq, values, textures) { -- for (let i = 0, n = seq.length; i !== n; ++i) { -- const u = seq[i], -- v = values[u.id]; -- if (v.needsUpdate !== false) { -+ -+ const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); -+ -+ for ( let i = 0; i < n; ++ i ) { -+ -+ const info = gl.getActiveUniform( program, i ), -+ addr = gl.getUniformLocation( program, info.name ); -+ -+ parseUniform( info, addr, this ); -+ -+ } -+ -+ } -+ -+ setValue( gl, name, value, textures ) { -+ -+ const u = this.map[ name ]; -+ -+ if ( u !== undefined ) u.setValue( gl, value, textures ); -+ -+ } -+ -+ setOptional( gl, object, name ) { -+ -+ const v = object[ name ]; -+ -+ if ( v !== undefined ) this.setValue( gl, name, v ); -+ -+ } -+ -+ static upload( gl, seq, values, textures ) { -+ -+ for ( let i = 0, n = seq.length; i !== n; ++ i ) { -+ -+ const u = seq[ i ], -+ v = values[ u.id ]; -+ -+ if ( v.needsUpdate !== false ) { -+ - // note: always updating when .needsUpdate is undefined -- u.setValue(gl, v.value, textures); -+ u.setValue( gl, v.value, textures ); -+ - } -+ - } -+ - } -- static seqWithValue(seq, values) { -+ -+ static seqWithValue( seq, values ) { -+ - const r = []; -- for (let i = 0, n = seq.length; i !== n; ++i) { -- const u = seq[i]; -- if (u.id in values) r.push(u); -+ -+ for ( let i = 0, n = seq.length; i !== n; ++ i ) { -+ -+ const u = seq[ i ]; -+ if ( u.id in values ) r.push( u ); -+ - } -+ - return r; -+ - } -+ - } - --function WebGLShader(gl, type, string) { -- const shader = gl.createShader(type); -- gl.shaderSource(shader, string); -- gl.compileShader(shader); -+function WebGLShader( gl, type, string ) { -+ -+ const shader = gl.createShader( type ); -+ -+ gl.shaderSource( shader, string ); -+ gl.compileShader( shader ); -+ - return shader; -+ - } - - let programIdCount = 0; --function handleSource(string, errorLine) { -- const lines = string.split('\n'); -+ -+function handleSource( string, errorLine ) { -+ -+ const lines = string.split( '\n' ); - const lines2 = []; -- const from = Math.max(errorLine - 6, 0); -- const to = Math.min(errorLine + 6, lines.length); -- for (let i = from; i < to; i++) { -+ -+ const from = Math.max( errorLine - 6, 0 ); -+ const to = Math.min( errorLine + 6, lines.length ); -+ -+ for ( let i = from; i < to; i ++ ) { -+ - const line = i + 1; -- lines2.push(`${line === errorLine ? '>' : ' '} ${line}: ${lines[i]}`); -+ lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); -+ - } -- return lines2.join('\n'); -+ -+ return lines2.join( '\n' ); -+ - } --function getEncodingComponents(encoding) { -- switch (encoding) { -+ -+function getEncodingComponents( encoding ) { -+ -+ switch ( encoding ) { -+ - case LinearEncoding: -- return ['Linear', '( value )']; -+ return [ 'Linear', '( value )' ]; - case sRGBEncoding: -- return ['sRGB', '( value )']; -+ return [ 'sRGB', '( value )' ]; - default: -- console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding); -- return ['Linear', '( value )']; -+ console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding ); -+ return [ 'Linear', '( value )' ]; -+ - } -+ - } --function getShaderErrors(gl, shader, type) { -- const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS); -- const errors = gl.getShaderInfoLog(shader).trim(); -- if (status && errors === '') return ''; -- const errorMatches = /ERROR: 0:(\d+)/.exec(errors); -- if (errorMatches) { -+ -+function getShaderErrors( gl, shader, type ) { -+ -+ const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); -+ const errors = gl.getShaderInfoLog( shader ).trim(); -+ -+ if ( status && errors === '' ) return ''; -+ -+ const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); -+ if ( errorMatches ) { -+ - // --enable-privileged-webgl-extension - // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - -- const errorLine = parseInt(errorMatches[1]); -- return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource(gl.getShaderSource(shader), errorLine); -+ const errorLine = parseInt( errorMatches[ 1 ] ); -+ return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); -+ - } else { -+ - return errors; -+ - } -+ - } --function getTexelEncodingFunction(functionName, encoding) { -- const components = getEncodingComponents(encoding); -- return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }'; -+ -+function getTexelEncodingFunction( functionName, encoding ) { -+ -+ const components = getEncodingComponents( encoding ); -+ return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; -+ - } --function getToneMappingFunction(functionName, toneMapping) { -+ -+function getToneMappingFunction( functionName, toneMapping ) { -+ - let toneMappingName; -- switch (toneMapping) { -+ -+ switch ( toneMapping ) { -+ - case LinearToneMapping: - toneMappingName = 'Linear'; - break; -+ - case ReinhardToneMapping: - toneMappingName = 'Reinhard'; - break; -+ - case CineonToneMapping: - toneMappingName = 'OptimizedCineon'; - break; -+ - case ACESFilmicToneMapping: - toneMappingName = 'ACESFilmic'; - break; -+ - case CustomToneMapping: - toneMappingName = 'Custom'; - break; -+ - default: -- console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping); -+ console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); - toneMappingName = 'Linear'; -+ - } -+ - return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; -+ - } --function generateExtensions(parameters) { -- const chunks = [parameters.extensionDerivatives || !!parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '']; -- return chunks.filter(filterEmptyLine).join('\n'); -+ -+function generateExtensions( parameters ) { -+ -+ const chunks = [ -+ ( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', -+ ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', -+ ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', -+ ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' -+ ]; -+ -+ return chunks.filter( filterEmptyLine ).join( '\n' ); -+ - } --function generateDefines(defines) { -+ -+function generateDefines( defines ) { -+ - const chunks = []; -- for (const name in defines) { -- const value = defines[name]; -- if (value === false) continue; -- chunks.push('#define ' + name + ' ' + value); -+ -+ for ( const name in defines ) { -+ -+ const value = defines[ name ]; -+ -+ if ( value === false ) continue; -+ -+ chunks.push( '#define ' + name + ' ' + value ); -+ - } -- return chunks.join('\n'); -+ -+ return chunks.join( '\n' ); -+ - } --function fetchAttributeLocations(gl, program) { -+ -+function fetchAttributeLocations( gl, program ) { -+ - const attributes = {}; -- const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); -- for (let i = 0; i < n; i++) { -- const info = gl.getActiveAttrib(program, i); -+ -+ const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); -+ -+ for ( let i = 0; i < n; i ++ ) { -+ -+ const info = gl.getActiveAttrib( program, i ); - const name = info.name; -+ - let locationSize = 1; -- if (info.type === gl.FLOAT_MAT2) locationSize = 2; -- if (info.type === gl.FLOAT_MAT3) locationSize = 3; -- if (info.type === gl.FLOAT_MAT4) locationSize = 4; -+ if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; -+ if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; -+ if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; - - // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - -- attributes[name] = { -+ attributes[ name ] = { - type: info.type, -- location: gl.getAttribLocation(program, name), -+ location: gl.getAttribLocation( program, name ), - locationSize: locationSize - }; -+ - } -+ - return attributes; -+ - } --function filterEmptyLine(string) { -+ -+function filterEmptyLine( string ) { -+ - return string !== ''; -+ - } --function replaceLightNums(string, parameters) { -+ -+function replaceLightNums( string, parameters ) { -+ - const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; -- return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows); -+ -+ return string -+ .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) -+ .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) -+ .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) -+ .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) -+ .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) -+ .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) -+ .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) -+ .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) -+ .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) -+ .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) -+ .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); -+ - } --function replaceClippingPlaneNums(string, parameters) { -- return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection); -+ -+function replaceClippingPlaneNums( string, parameters ) { -+ -+ return string -+ .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) -+ .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); -+ - } - - // Resolve Includes - - const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; --function resolveIncludes(string) { -- return string.replace(includePattern, includeReplacer); -+ -+function resolveIncludes( string ) { -+ -+ return string.replace( includePattern, includeReplacer ); -+ - } --function includeReplacer(match, include) { -- const string = ShaderChunk[include]; -- if (string === undefined) { -- throw new Error('Can not resolve #include <' + include + '>'); -+ -+function includeReplacer( match, include ) { -+ -+ const string = ShaderChunk[ include ]; -+ -+ if ( string === undefined ) { -+ -+ throw new Error( 'Can not resolve #include <' + include + '>' ); -+ - } -- return resolveIncludes(string); -+ -+ return resolveIncludes( string ); -+ - } - - // Unroll Loops - - const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; --function unrollLoops(string) { -- return string.replace(unrollLoopPattern, loopReplacer); -+ -+function unrollLoops( string ) { -+ -+ return string.replace( unrollLoopPattern, loopReplacer ); -+ - } --function loopReplacer(match, start, end, snippet) { -+ -+function loopReplacer( match, start, end, snippet ) { -+ - let string = ''; -- for (let i = parseInt(start); i < parseInt(end); i++) { -- string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i); -+ -+ for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { -+ -+ string += snippet -+ .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) -+ .replace( /UNROLLED_LOOP_INDEX/g, i ); -+ - } -+ - return string; -+ - } - - // - --function generatePrecision(parameters) { -+function generatePrecision( parameters ) { -+ - let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;'; -- if (parameters.precision === 'highp') { -+ -+ if ( parameters.precision === 'highp' ) { -+ - precisionstring += '\n#define HIGH_PRECISION'; -- } else if (parameters.precision === 'mediump') { -+ -+ } else if ( parameters.precision === 'mediump' ) { -+ - precisionstring += '\n#define MEDIUM_PRECISION'; -- } else if (parameters.precision === 'lowp') { -+ -+ } else if ( parameters.precision === 'lowp' ) { -+ - precisionstring += '\n#define LOW_PRECISION'; -+ - } -+ - return precisionstring; -+ - } --function generateShadowMapTypeDefine(parameters) { -+ -+function generateShadowMapTypeDefine( parameters ) { -+ - let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; -- if (parameters.shadowMapType === PCFShadowMap) { -+ -+ if ( parameters.shadowMapType === PCFShadowMap ) { -+ - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; -- } else if (parameters.shadowMapType === PCFSoftShadowMap) { -+ -+ } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { -+ - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; -- } else if (parameters.shadowMapType === VSMShadowMap) { -+ -+ } else if ( parameters.shadowMapType === VSMShadowMap ) { -+ - shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; -+ - } -+ - return shadowMapTypeDefine; -+ - } --function generateEnvMapTypeDefine(parameters) { -+ -+function generateEnvMapTypeDefine( parameters ) { -+ - let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; -- if (parameters.envMap) { -- switch (parameters.envMapMode) { -+ -+ if ( parameters.envMap ) { -+ -+ switch ( parameters.envMapMode ) { -+ - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; -+ - case CubeUVReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; -+ - } -+ - } -+ - return envMapTypeDefine; -+ - } --function generateEnvMapModeDefine(parameters) { -+ -+function generateEnvMapModeDefine( parameters ) { -+ - let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; -- if (parameters.envMap) { -- switch (parameters.envMapMode) { -+ -+ if ( parameters.envMap ) { -+ -+ switch ( parameters.envMapMode ) { -+ - case CubeRefractionMapping: -+ - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; -+ - } -+ - } -+ - return envMapModeDefine; -+ - } --function generateEnvMapBlendingDefine(parameters) { -+ -+function generateEnvMapBlendingDefine( parameters ) { -+ - let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; -- if (parameters.envMap) { -- switch (parameters.combine) { -+ -+ if ( parameters.envMap ) { -+ -+ switch ( parameters.combine ) { -+ - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; -+ - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; -+ - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; -+ - } -+ - } -+ - return envMapBlendingDefine; -+ - } --function generateCubeUVSize(parameters) { -+ -+function generateCubeUVSize( parameters ) { -+ - const imageHeight = parameters.envMapCubeUVHeight; -- if (imageHeight === null) return null; -- const maxMip = Math.log2(imageHeight) - 2; -+ -+ if ( imageHeight === null ) return null; -+ -+ const maxMip = Math.log2( imageHeight ) - 2; -+ - const texelHeight = 1.0 / imageHeight; -- const texelWidth = 1.0 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16)); -- return { -- texelWidth, -- texelHeight, -- maxMip -- }; -+ -+ const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) ); -+ -+ return { texelWidth, texelHeight, maxMip }; -+ - } --function WebGLProgram(renderer, cacheKey, parameters, bindingStates) { -+ -+function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { -+ - // TODO Send this event to Three.js DevTools - // console.log( 'WebGLProgram', cacheKey ); - - const gl = renderer.getContext(); -+ - const defines = parameters.defines; -+ - let vertexShader = parameters.vertexShader; - let fragmentShader = parameters.fragmentShader; -- const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters); -- const envMapTypeDefine = generateEnvMapTypeDefine(parameters); -- const envMapModeDefine = generateEnvMapModeDefine(parameters); -- const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters); -- const envMapCubeUVSize = generateCubeUVSize(parameters); -- const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters); -- const customDefines = generateDefines(defines); -+ -+ const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); -+ const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); -+ const envMapModeDefine = generateEnvMapModeDefine( parameters ); -+ const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); -+ const envMapCubeUVSize = generateCubeUVSize( parameters ); -+ -+ const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); -+ -+ const customDefines = generateDefines( defines ); -+ - const program = gl.createProgram(); -+ - let prefixVertex, prefixFragment; - let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; -- if (parameters.isRawShaderMaterial) { -- prefixVertex = [customDefines].filter(filterEmptyLine).join('\n'); -- if (prefixVertex.length > 0) { -+ -+ var numMultiviewViews = parameters.numMultiviewViews; -+ -+ if ( parameters.isRawShaderMaterial ) { -+ -+ prefixVertex = [ -+ -+ customDefines -+ -+ ].filter( filterEmptyLine ).join( '\n' ); -+ -+ if ( prefixVertex.length > 0 ) { -+ - prefixVertex += '\n'; -+ - } -- prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n'); -- if (prefixFragment.length > 0) { -- prefixFragment += '\n'; -- } -- } else { -- prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.morphColors && parameters.isWebGL2 ? '#define USE_MORPHCOLORS' : '', parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? '#define MORPHTARGETS_TEXTURE' : '', parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', ' attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', ' attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', ' attribute vec4 tangent;', '#endif', '#if defined( USE_COLOR_ALPHA )', ' attribute vec4 color;', '#elif defined( USE_COLOR )', ' attribute vec3 color;', '#endif', '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n'); -- prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoat ? '#define USE_CLEARCOAT' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.iridescence ? '#define USE_IRIDESCENCE' : '', parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.alphaTest ? '#define USE_ALPHATEST' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', -- // this code is required here because it is used by the toneMapping() function defined below -- parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.opaque ? '#define OPAQUE' : '', ShaderChunk['encodings_pars_fragment'], -- // this code is required here because it is used by the various encoding/decoding function defined below -- getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n'); -- } -- vertexShader = resolveIncludes(vertexShader); -- vertexShader = replaceLightNums(vertexShader, parameters); -- vertexShader = replaceClippingPlaneNums(vertexShader, parameters); -- fragmentShader = resolveIncludes(fragmentShader); -- fragmentShader = replaceLightNums(fragmentShader, parameters); -- fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters); -- vertexShader = unrollLoops(vertexShader); -- fragmentShader = unrollLoops(fragmentShader); -- if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) { -- // GLSL 3.0 conversion for built-in materials and ShaderMaterial - -- versionString = '#version 300 es\n'; -- prefixVertex = ['precision mediump sampler2DArray;', '#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex; -- prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment; -- } -- const vertexGlsl = versionString + prefixVertex + vertexShader; -- const fragmentGlsl = versionString + prefixFragment + fragmentShader; -+ prefixFragment = [ - -- // console.log( '*VERTEX*', vertexGlsl ); -- // console.log( '*FRAGMENT*', fragmentGlsl ); -+ customExtensions, -+ customDefines - -- const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl); -- const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl); -- gl.attachShader(program, glVertexShader); -- gl.attachShader(program, glFragmentShader); -+ ].filter( filterEmptyLine ).join( '\n' ); - -- // Force a particular attribute to index 0. -+ if ( prefixFragment.length > 0 ) { - -- if (parameters.index0AttributeName !== undefined) { -- gl.bindAttribLocation(program, 0, parameters.index0AttributeName); -- } else if (parameters.morphTargets === true) { -- // programs with morphTargets displace position out of attribute 0 -- gl.bindAttribLocation(program, 0, 'position'); -- } -- gl.linkProgram(program); -+ prefixFragment += '\n'; - -- // check for link errors -- if (renderer.debug.checkShaderErrors) { -- const programLog = gl.getProgramInfoLog(program).trim(); -- const vertexLog = gl.getShaderInfoLog(glVertexShader).trim(); -- const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim(); -- let runnable = true; -- let haveDiagnostics = true; -- if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) { -- runnable = false; -- const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex'); -- const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment'); -- console.error('THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + 'VALIDATE_STATUS ' + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + '\n\n' + 'Program Info Log: ' + programLog + '\n' + vertexErrors + '\n' + fragmentErrors); -- } else if (programLog !== '') { -- console.warn('THREE.WebGLProgram: Program Info Log:', programLog); -- } else if (vertexLog === '' || fragmentLog === '') { -- haveDiagnostics = false; -- } -- if (haveDiagnostics) { -- this.diagnostics = { -- runnable: runnable, -- programLog: programLog, -- vertexShader: { -- log: vertexLog, -- prefix: prefixVertex -- }, -- fragmentShader: { -- log: fragmentLog, -- prefix: prefixFragment -- } -- }; - } -- } - -- // Clean up -+ } else { - -- // Crashes in iOS9 and iOS10. #18402 -- // gl.detachShader( program, glVertexShader ); -- // gl.detachShader( program, glFragmentShader ); -+ prefixVertex = [ - -- gl.deleteShader(glVertexShader); -- gl.deleteShader(glFragmentShader); -+ generatePrecision( parameters ), - -- // set up caching for uniform locations -+ '#define SHADER_NAME ' + parameters.shaderName, - -- let cachedUniforms; -- this.getUniforms = function () { -- if (cachedUniforms === undefined) { -- cachedUniforms = new WebGLUniforms(gl, program); -- } -- return cachedUniforms; -- }; -+ customDefines, - -- // set up caching for attribute locations -+ parameters.instancing ? '#define USE_INSTANCING' : '', -+ parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', -+ -+ parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', -+ -+ ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', -+ ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', -+ -+ parameters.map ? '#define USE_MAP' : '', -+ parameters.envMap ? '#define USE_ENVMAP' : '', -+ parameters.envMap ? '#define ' + envMapModeDefine : '', -+ parameters.lightMap ? '#define USE_LIGHTMAP' : '', -+ parameters.aoMap ? '#define USE_AOMAP' : '', -+ parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', -+ parameters.bumpMap ? '#define USE_BUMPMAP' : '', -+ parameters.normalMap ? '#define USE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', -+ -+ parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', -+ parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', -+ parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', -+ -+ parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', -+ parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', -+ -+ parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', -+ -+ parameters.specularMap ? '#define USE_SPECULARMAP' : '', -+ parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', -+ parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', -+ -+ parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', -+ parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', -+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '', -+ -+ parameters.transmission ? '#define USE_TRANSMISSION' : '', -+ parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', -+ parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', -+ -+ parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', -+ parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', -+ -+ parameters.vertexTangents ? '#define USE_TANGENT' : '', -+ parameters.vertexColors ? '#define USE_COLOR' : '', -+ parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', -+ parameters.vertexUvs ? '#define USE_UV' : '', -+ parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', -+ -+ parameters.flatShading ? '#define FLAT_SHADED' : '', -+ -+ parameters.skinning ? '#define USE_SKINNING' : '', -+ -+ parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', -+ parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', -+ ( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '', -+ ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '', -+ ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', -+ ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', -+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '', -+ parameters.flipSided ? '#define FLIP_SIDED' : '', -+ -+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', -+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', -+ -+ parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', -+ -+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', -+ ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', -+ -+ 'uniform mat4 modelMatrix;', -+ 'uniform mat4 modelViewMatrix;', -+ 'uniform mat4 projectionMatrix;', -+ 'uniform mat4 viewMatrix;', -+ 'uniform mat3 normalMatrix;', -+ 'uniform vec3 cameraPosition;', -+ 'uniform bool isOrthographic;', -+ -+ '#ifdef USE_INSTANCING', -+ -+ ' attribute mat4 instanceMatrix;', -+ -+ '#endif', -+ -+ '#ifdef USE_INSTANCING_COLOR', -+ -+ ' attribute vec3 instanceColor;', -+ -+ '#endif', -+ -+ 'attribute vec3 position;', -+ 'attribute vec3 normal;', -+ 'attribute vec2 uv;', -+ -+ '#ifdef USE_TANGENT', -+ -+ ' attribute vec4 tangent;', -+ -+ '#endif', -+ -+ '#if defined( USE_COLOR_ALPHA )', -+ -+ ' attribute vec4 color;', -+ -+ '#elif defined( USE_COLOR )', -+ -+ ' attribute vec3 color;', -+ -+ '#endif', -+ -+ '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', -+ -+ ' attribute vec3 morphTarget0;', -+ ' attribute vec3 morphTarget1;', -+ ' attribute vec3 morphTarget2;', -+ ' attribute vec3 morphTarget3;', -+ -+ ' #ifdef USE_MORPHNORMALS', -+ -+ ' attribute vec3 morphNormal0;', -+ ' attribute vec3 morphNormal1;', -+ ' attribute vec3 morphNormal2;', -+ ' attribute vec3 morphNormal3;', -+ -+ ' #else', -+ -+ ' attribute vec3 morphTarget4;', -+ ' attribute vec3 morphTarget5;', -+ ' attribute vec3 morphTarget6;', -+ ' attribute vec3 morphTarget7;', -+ -+ ' #endif', -+ -+ '#endif', -+ -+ '#ifdef USE_SKINNING', -+ -+ ' attribute vec4 skinIndex;', -+ ' attribute vec4 skinWeight;', -+ -+ '#endif', -+ -+ '\n' -+ -+ ].filter( filterEmptyLine ).join( '\n' ); -+ -+ prefixFragment = [ -+ -+ customExtensions, -+ -+ generatePrecision( parameters ), -+ -+ '#define SHADER_NAME ' + parameters.shaderName, -+ -+ customDefines, -+ -+ ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', -+ ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', -+ -+ parameters.map ? '#define USE_MAP' : '', -+ parameters.matcap ? '#define USE_MATCAP' : '', -+ parameters.envMap ? '#define USE_ENVMAP' : '', -+ parameters.envMap ? '#define ' + envMapTypeDefine : '', -+ parameters.envMap ? '#define ' + envMapModeDefine : '', -+ parameters.envMap ? '#define ' + envMapBlendingDefine : '', -+ envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', -+ envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', -+ envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', -+ parameters.lightMap ? '#define USE_LIGHTMAP' : '', -+ parameters.aoMap ? '#define USE_AOMAP' : '', -+ parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', -+ parameters.bumpMap ? '#define USE_BUMPMAP' : '', -+ parameters.normalMap ? '#define USE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', -+ -+ parameters.clearcoat ? '#define USE_CLEARCOAT' : '', -+ parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', -+ parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', -+ parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', -+ -+ parameters.iridescence ? '#define USE_IRIDESCENCE' : '', -+ parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', -+ parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', -+ -+ parameters.specularMap ? '#define USE_SPECULARMAP' : '', -+ parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', -+ parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', -+ parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', -+ parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', -+ -+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '', -+ parameters.alphaTest ? '#define USE_ALPHATEST' : '', -+ -+ parameters.sheen ? '#define USE_SHEEN' : '', -+ parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', -+ parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', -+ -+ parameters.transmission ? '#define USE_TRANSMISSION' : '', -+ parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', -+ parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', -+ -+ parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', -+ -+ parameters.vertexTangents ? '#define USE_TANGENT' : '', -+ parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', -+ parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', -+ parameters.vertexUvs ? '#define USE_UV' : '', -+ parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', -+ -+ parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', -+ -+ parameters.flatShading ? '#define FLAT_SHADED' : '', -+ -+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '', -+ parameters.flipSided ? '#define FLIP_SIDED' : '', -+ -+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', -+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', -+ -+ parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', -+ -+ parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', -+ -+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', -+ ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', -+ -+ 'uniform mat4 viewMatrix;', -+ 'uniform vec3 cameraPosition;', -+ 'uniform bool isOrthographic;', -+ -+ ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', -+ ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below -+ ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', -+ -+ parameters.dithering ? '#define DITHERING' : '', -+ parameters.opaque ? '#define OPAQUE' : '', -+ -+ ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below -+ getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ), -+ -+ parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', -+ -+ '\n' -+ -+ ].filter( filterEmptyLine ).join( '\n' ); -+ -+ } -+ -+ vertexShader = resolveIncludes( vertexShader ); -+ vertexShader = replaceLightNums( vertexShader, parameters ); -+ vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); -+ -+ fragmentShader = resolveIncludes( fragmentShader ); -+ fragmentShader = replaceLightNums( fragmentShader, parameters ); -+ fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); -+ -+ vertexShader = unrollLoops( vertexShader ); -+ fragmentShader = unrollLoops( fragmentShader ); -+ -+ if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) { -+ -+ // GLSL 3.0 conversion for built-in materials and ShaderMaterial -+ -+ versionString = '#version 300 es\n'; -+ -+ prefixVertex = [ -+ 'precision mediump sampler2DArray;', -+ '#define attribute in', -+ '#define varying out', -+ '#define texture2D texture' -+ ].join( '\n' ) + '\n' + prefixVertex; -+ -+ prefixFragment = [ -+ '#define varying in', -+ ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', -+ ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', -+ '#define gl_FragDepthEXT gl_FragDepth', -+ '#define texture2D texture', -+ '#define textureCube texture', -+ '#define texture2DProj textureProj', -+ '#define texture2DLodEXT textureLod', -+ '#define texture2DProjLodEXT textureProjLod', -+ '#define textureCubeLodEXT textureLod', -+ '#define texture2DGradEXT textureGrad', -+ '#define texture2DProjGradEXT textureProjGrad', -+ '#define textureCubeGradEXT textureGrad' -+ ].join( '\n' ) + '\n' + prefixFragment; -+ -+ // Multiview -+ -+ if ( numMultiviewViews > 0 ) { -+ -+ prefixVertex = [ -+ '#extension GL_OVR_multiview : require', -+ 'layout(num_views = ' + numMultiviewViews + ') in;', -+ '#define VIEW_ID gl_ViewID_OVR' -+ ].join( '\n' ) + '\n' + prefixVertex; -+ -+ prefixVertex = prefixVertex.replace( -+ [ -+ 'uniform mat4 modelViewMatrix;', -+ 'uniform mat4 projectionMatrix;', -+ 'uniform mat4 viewMatrix;', -+ 'uniform mat3 normalMatrix;' -+ ].join( '\n' ), -+ [ -+ 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];', -+ 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];', -+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', -+ 'uniform mat3 normalMatrices[' + numMultiviewViews + '];', -+ -+ '#define modelViewMatrix modelViewMatrices[VIEW_ID]', -+ '#define projectionMatrix projectionMatrices[VIEW_ID]', -+ '#define viewMatrix viewMatrices[VIEW_ID]', -+ '#define normalMatrix normalMatrices[VIEW_ID]' -+ ].join( '\n' ) -+ ); -+ -+ prefixFragment = [ -+ '#extension GL_OVR_multiview : require', -+ '#define VIEW_ID gl_ViewID_OVR' -+ ].join( '\n' ) + '\n' + prefixFragment; -+ -+ prefixFragment = prefixFragment.replace( -+ 'uniform mat4 viewMatrix;', -+ [ -+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', -+ '#define viewMatrix viewMatrices[VIEW_ID]' -+ ].join( '\n' ) -+ ); -+ -+ } -+ -+ } -+ -+ const vertexGlsl = versionString + prefixVertex + vertexShader; -+ const fragmentGlsl = versionString + prefixFragment + fragmentShader; -+ -+ // console.log( '*VERTEX*', vertexGlsl ); -+ // console.log( '*FRAGMENT*', fragmentGlsl ); -+ -+ const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); -+ const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); -+ -+ gl.attachShader( program, glVertexShader ); -+ gl.attachShader( program, glFragmentShader ); -+ -+ // Force a particular attribute to index 0. -+ -+ if ( parameters.index0AttributeName !== undefined ) { -+ -+ gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); -+ -+ } else if ( parameters.morphTargets === true ) { -+ -+ // programs with morphTargets displace position out of attribute 0 -+ gl.bindAttribLocation( program, 0, 'position' ); -+ -+ } -+ -+ gl.linkProgram( program ); -+ -+ // check for link errors -+ if ( renderer.debug.checkShaderErrors ) { -+ -+ const programLog = gl.getProgramInfoLog( program ).trim(); -+ const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); -+ const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); -+ -+ let runnable = true; -+ let haveDiagnostics = true; -+ -+ if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { -+ -+ runnable = false; -+ -+ const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); -+ const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); -+ -+ console.error( -+ 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + -+ 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + -+ 'Program Info Log: ' + programLog + '\n' + -+ vertexErrors + '\n' + -+ fragmentErrors -+ ); -+ -+ } else if ( programLog !== '' ) { -+ -+ console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog ); -+ -+ } else if ( vertexLog === '' || fragmentLog === '' ) { -+ -+ haveDiagnostics = false; -+ -+ } -+ -+ if ( haveDiagnostics ) { -+ -+ this.diagnostics = { -+ -+ runnable: runnable, -+ -+ programLog: programLog, -+ -+ vertexShader: { -+ -+ log: vertexLog, -+ prefix: prefixVertex -+ -+ }, -+ -+ fragmentShader: { -+ -+ log: fragmentLog, -+ prefix: prefixFragment -+ -+ } -+ -+ }; -+ -+ } -+ -+ } -+ -+ // Clean up -+ -+ // Crashes in iOS9 and iOS10. #18402 -+ // gl.detachShader( program, glVertexShader ); -+ // gl.detachShader( program, glFragmentShader ); -+ -+ gl.deleteShader( glVertexShader ); -+ gl.deleteShader( glFragmentShader ); -+ -+ // set up caching for uniform locations -+ -+ let cachedUniforms; -+ -+ this.getUniforms = function () { -+ -+ if ( cachedUniforms === undefined ) { -+ -+ cachedUniforms = new WebGLUniforms( gl, program ); -+ -+ } -+ -+ return cachedUniforms; -+ -+ }; -+ -+ // set up caching for attribute locations - - let cachedAttributes; -+ - this.getAttributes = function () { -- if (cachedAttributes === undefined) { -- cachedAttributes = fetchAttributeLocations(gl, program); -+ -+ if ( cachedAttributes === undefined ) { -+ -+ cachedAttributes = fetchAttributeLocations( gl, program ); -+ - } -+ - return cachedAttributes; -+ - }; - - // free resource - - this.destroy = function () { -- bindingStates.releaseStatesOfProgram(this); -- gl.deleteProgram(program); -+ -+ bindingStates.releaseStatesOfProgram( this ); -+ -+ gl.deleteProgram( program ); - this.program = undefined; -+ - }; - - // - - this.name = parameters.shaderName; -- this.id = programIdCount++; -+ this.id = programIdCount ++; - this.cacheKey = cacheKey; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; -+ this.numMultiviewViews = numMultiviewViews; -+ - return this; -+ - } - - let _id = 0; -+ - class WebGLShaderCache { -+ - constructor() { -+ - this.shaderCache = new Map(); - this.materialCache = new Map(); -+ - } -- update(material) { -+ -+ update( material ) { -+ - const vertexShader = material.vertexShader; - const fragmentShader = material.fragmentShader; -- const vertexShaderStage = this._getShaderStage(vertexShader); -- const fragmentShaderStage = this._getShaderStage(fragmentShader); -- const materialShaders = this._getShaderCacheForMaterial(material); -- if (materialShaders.has(vertexShaderStage) === false) { -- materialShaders.add(vertexShaderStage); -- vertexShaderStage.usedTimes++; -+ -+ const vertexShaderStage = this._getShaderStage( vertexShader ); -+ const fragmentShaderStage = this._getShaderStage( fragmentShader ); -+ -+ const materialShaders = this._getShaderCacheForMaterial( material ); -+ -+ if ( materialShaders.has( vertexShaderStage ) === false ) { -+ -+ materialShaders.add( vertexShaderStage ); -+ vertexShaderStage.usedTimes ++; -+ - } -- if (materialShaders.has(fragmentShaderStage) === false) { -- materialShaders.add(fragmentShaderStage); -- fragmentShaderStage.usedTimes++; -+ -+ if ( materialShaders.has( fragmentShaderStage ) === false ) { -+ -+ materialShaders.add( fragmentShaderStage ); -+ fragmentShaderStage.usedTimes ++; -+ - } -+ - return this; -+ - } -- remove(material) { -- const materialShaders = this.materialCache.get(material); -- for (const shaderStage of materialShaders) { -- shaderStage.usedTimes--; -- if (shaderStage.usedTimes === 0) this.shaderCache.delete(shaderStage.code); -+ -+ remove( material ) { -+ -+ const materialShaders = this.materialCache.get( material ); -+ -+ for ( const shaderStage of materialShaders ) { -+ -+ shaderStage.usedTimes --; -+ -+ if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code ); -+ - } -- this.materialCache.delete(material); -+ -+ this.materialCache.delete( material ); -+ - return this; -+ - } -- getVertexShaderID(material) { -- return this._getShaderStage(material.vertexShader).id; -+ -+ getVertexShaderID( material ) { -+ -+ return this._getShaderStage( material.vertexShader ).id; -+ - } -- getFragmentShaderID(material) { -- return this._getShaderStage(material.fragmentShader).id; -+ -+ getFragmentShaderID( material ) { -+ -+ return this._getShaderStage( material.fragmentShader ).id; -+ - } -+ - dispose() { -+ - this.shaderCache.clear(); - this.materialCache.clear(); -+ - } -- _getShaderCacheForMaterial(material) { -+ -+ _getShaderCacheForMaterial( material ) { -+ - const cache = this.materialCache; -- let set = cache.get(material); -- if (set === undefined) { -+ let set = cache.get( material ); -+ -+ if ( set === undefined ) { -+ - set = new Set(); -- cache.set(material, set); -+ cache.set( material, set ); -+ - } -+ - return set; -+ - } -- _getShaderStage(code) { -+ -+ _getShaderStage( code ) { -+ - const cache = this.shaderCache; -- let stage = cache.get(code); -- if (stage === undefined) { -- stage = new WebGLShaderStage(code); -- cache.set(code, stage); -+ let stage = cache.get( code ); -+ -+ if ( stage === undefined ) { -+ -+ stage = new WebGLShaderStage( code ); -+ cache.set( code, stage ); -+ - } -+ - return stage; -+ - } -+ - } -+ - class WebGLShaderStage { -- constructor(code) { -- this.id = _id++; -+ -+ constructor( code ) { -+ -+ this.id = _id ++; -+ - this.code = code; - this.usedTimes = 0; -+ - } -+ - } - --function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) { -+function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) { -+ - const _programLayers = new Layers(); - const _customShaders = new WebGLShaderCache(); - const programs = []; -+ - const isWebGL2 = capabilities.isWebGL2; - const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; - const vertexTextures = capabilities.vertexTextures; - let precision = capabilities.precision; -+ - const shaderIDs = { - MeshDepthMaterial: 'depth', - MeshDistanceMaterial: 'distanceRGBA', -@@ -12715,315 +19351,503 @@ function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, - ShadowMaterial: 'shadow', - SpriteMaterial: 'sprite' - }; -- function getParameters(material, lights, shadows, scene, object) { -+ -+ function getParameters( material, lights, shadows, scene, object ) { -+ - const fog = scene.fog; - const geometry = object.geometry; - const environment = material.isMeshStandardMaterial ? scene.environment : null; -- const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment); -- const envMapCubeUVHeight = !!envMap && envMap.mapping === CubeUVReflectionMapping ? envMap.image.height : null; -- const shaderID = shaderIDs[material.type]; -+ -+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); -+ const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null; -+ -+ const shaderID = shaderIDs[ material.type ]; - - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) - -- if (material.precision !== null) { -- precision = capabilities.getMaxPrecision(material.precision); -- if (precision !== material.precision) { -- console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.'); -+ if ( material.precision !== null ) { -+ -+ precision = capabilities.getMaxPrecision( material.precision ); -+ -+ if ( precision !== material.precision ) { -+ -+ console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); -+ - } -+ - } - - // - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; -- const morphTargetsCount = morphAttribute !== undefined ? morphAttribute.length : 0; -+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; -+ - let morphTextureStride = 0; -- if (geometry.morphAttributes.position !== undefined) morphTextureStride = 1; -- if (geometry.morphAttributes.normal !== undefined) morphTextureStride = 2; -- if (geometry.morphAttributes.color !== undefined) morphTextureStride = 3; -+ -+ if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; -+ if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; -+ if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3; - - // - - let vertexShader, fragmentShader; - let customVertexShaderID, customFragmentShaderID; -- if (shaderID) { -- const shader = ShaderLib[shaderID]; -+ -+ if ( shaderID ) { -+ -+ const shader = ShaderLib[ shaderID ]; -+ - vertexShader = shader.vertexShader; - fragmentShader = shader.fragmentShader; -+ - } else { -+ - vertexShader = material.vertexShader; - fragmentShader = material.fragmentShader; -- _customShaders.update(material); -- customVertexShaderID = _customShaders.getVertexShaderID(material); -- customFragmentShaderID = _customShaders.getFragmentShaderID(material); -+ -+ _customShaders.update( material ); -+ -+ customVertexShaderID = _customShaders.getVertexShaderID( material ); -+ customFragmentShaderID = _customShaders.getFragmentShaderID( material ); -+ - } -+ - const currentRenderTarget = renderer.getRenderTarget(); -+ -+ const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0; -+ - const useAlphaTest = material.alphaTest > 0; - const useClearcoat = material.clearcoat > 0; - const useIridescence = material.iridescence > 0; -+ - const parameters = { -+ - isWebGL2: isWebGL2, -+ - shaderID: shaderID, - shaderName: material.type, -+ - vertexShader: vertexShader, - fragmentShader: fragmentShader, - defines: material.defines, -+ - customVertexShaderID: customVertexShaderID, - customFragmentShaderID: customFragmentShaderID, -+ - isRawShaderMaterial: material.isRawShaderMaterial === true, - glslVersion: material.glslVersion, -+ - precision: precision, -+ - instancing: object.isInstancedMesh === true, - instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, -+ - supportsVertexTextures: vertexTextures, -- outputEncoding: currentRenderTarget === null ? renderer.outputEncoding : currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding, -- map: !!material.map, -- matcap: !!material.matcap, -- envMap: !!envMap, -+ numMultiviewViews: numMultiviewViews, -+ -+ outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ), -+ map: !! material.map, -+ matcap: !! material.matcap, -+ envMap: !! envMap, - envMapMode: envMap && envMap.mapping, - envMapCubeUVHeight: envMapCubeUVHeight, -- lightMap: !!material.lightMap, -- aoMap: !!material.aoMap, -- emissiveMap: !!material.emissiveMap, -- bumpMap: !!material.bumpMap, -- normalMap: !!material.normalMap, -+ lightMap: !! material.lightMap, -+ aoMap: !! material.aoMap, -+ emissiveMap: !! material.emissiveMap, -+ bumpMap: !! material.bumpMap, -+ normalMap: !! material.normalMap, - objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, - tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, -- decodeVideoTexture: !!material.map && material.map.isVideoTexture === true && material.map.encoding === sRGBEncoding, -+ -+ decodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ), -+ - clearcoat: useClearcoat, -- clearcoatMap: useClearcoat && !!material.clearcoatMap, -- clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap, -- clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap, -+ clearcoatMap: useClearcoat && !! material.clearcoatMap, -+ clearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap, -+ clearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap, -+ - iridescence: useIridescence, -- iridescenceMap: useIridescence && !!material.iridescenceMap, -- iridescenceThicknessMap: useIridescence && !!material.iridescenceThicknessMap, -- displacementMap: !!material.displacementMap, -- roughnessMap: !!material.roughnessMap, -- metalnessMap: !!material.metalnessMap, -- specularMap: !!material.specularMap, -- specularIntensityMap: !!material.specularIntensityMap, -- specularColorMap: !!material.specularColorMap, -+ iridescenceMap: useIridescence && !! material.iridescenceMap, -+ iridescenceThicknessMap: useIridescence && !! material.iridescenceThicknessMap, -+ -+ displacementMap: !! material.displacementMap, -+ roughnessMap: !! material.roughnessMap, -+ metalnessMap: !! material.metalnessMap, -+ specularMap: !! material.specularMap, -+ specularIntensityMap: !! material.specularIntensityMap, -+ specularColorMap: !! material.specularColorMap, -+ - opaque: material.transparent === false && material.blending === NormalBlending, -- alphaMap: !!material.alphaMap, -+ -+ alphaMap: !! material.alphaMap, - alphaTest: useAlphaTest, -- gradientMap: !!material.gradientMap, -+ -+ gradientMap: !! material.gradientMap, -+ - sheen: material.sheen > 0, -- sheenColorMap: !!material.sheenColorMap, -- sheenRoughnessMap: !!material.sheenRoughnessMap, -+ sheenColorMap: !! material.sheenColorMap, -+ sheenRoughnessMap: !! material.sheenRoughnessMap, -+ - transmission: material.transmission > 0, -- transmissionMap: !!material.transmissionMap, -- thicknessMap: !!material.thicknessMap, -+ transmissionMap: !! material.transmissionMap, -+ thicknessMap: !! material.thicknessMap, -+ - combine: material.combine, -- vertexTangents: !!material.normalMap && !!geometry.attributes.tangent, -+ -+ vertexTangents: ( !! material.normalMap && !! geometry.attributes.tangent ), - vertexColors: material.vertexColors, -- vertexAlphas: material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4, -- vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.iridescenceMap || !!material.iridescenceThicknessMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || !!material.sheenColorMap || !!material.sheenRoughnessMap, -- uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.iridescenceMap || !!material.iridescenceThicknessMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || material.sheen > 0 || !!material.sheenColorMap || !!material.sheenRoughnessMap) && !!material.displacementMap, -- fog: !!fog, -+ vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, -+ vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || !! material.sheenRoughnessMap, -+ uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap, -+ -+ fog: !! fog, - useFog: material.fog === true, -- fogExp2: fog && fog.isFogExp2, -- flatShading: !!material.flatShading, -+ fogExp2: ( fog && fog.isFogExp2 ), -+ -+ flatShading: !! material.flatShading, -+ - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: logarithmicDepthBuffer, -+ - skinning: object.isSkinnedMesh === true, -+ - morphTargets: geometry.morphAttributes.position !== undefined, - morphNormals: geometry.morphAttributes.normal !== undefined, - morphColors: geometry.morphAttributes.color !== undefined, - morphTargetsCount: morphTargetsCount, - morphTextureStride: morphTextureStride, -+ - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numSpotLightMaps: lights.spotLightMap.length, - numRectAreaLights: lights.rectArea.length, - numHemiLights: lights.hemi.length, -+ - numDirLightShadows: lights.directionalShadowMap.length, - numPointLightShadows: lights.pointShadowMap.length, - numSpotLightShadows: lights.spotShadowMap.length, - numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, -+ - numClippingPlanes: clipping.numPlanes, - numClipIntersection: clipping.numIntersection, -+ - dithering: material.dithering, -+ - shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, - shadowMapType: renderer.shadowMap.type, -+ - toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, -+ - premultipliedAlpha: material.premultipliedAlpha, -+ - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, -- useDepthPacking: !!material.depthPacking, -+ -+ useDepthPacking: !! material.depthPacking, - depthPacking: material.depthPacking || 0, -+ - index0AttributeName: material.index0AttributeName, -+ - extensionDerivatives: material.extensions && material.extensions.derivatives, - extensionFragDepth: material.extensions && material.extensions.fragDepth, - extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, - extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, -- rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'), -- rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'), -- rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'), -+ -+ rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ), -+ rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ), -+ rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ), -+ - customProgramCacheKey: material.customProgramCacheKey() -+ - }; -+ - return parameters; -+ - } -- function getProgramCacheKey(parameters) { -+ -+ function getProgramCacheKey( parameters ) { -+ - const array = []; -- if (parameters.shaderID) { -- array.push(parameters.shaderID); -+ -+ if ( parameters.shaderID ) { -+ -+ array.push( parameters.shaderID ); -+ - } else { -- array.push(parameters.customVertexShaderID); -- array.push(parameters.customFragmentShaderID); -+ -+ array.push( parameters.customVertexShaderID ); -+ array.push( parameters.customFragmentShaderID ); -+ - } -- if (parameters.defines !== undefined) { -- for (const name in parameters.defines) { -- array.push(name); -- array.push(parameters.defines[name]); -+ -+ if ( parameters.defines !== undefined ) { -+ -+ for ( const name in parameters.defines ) { -+ -+ array.push( name ); -+ array.push( parameters.defines[ name ] ); -+ - } -+ - } -- if (parameters.isRawShaderMaterial === false) { -- getProgramCacheKeyParameters(array, parameters); -- getProgramCacheKeyBooleans(array, parameters); -- array.push(renderer.outputEncoding); -+ -+ if ( parameters.isRawShaderMaterial === false ) { -+ -+ getProgramCacheKeyParameters( array, parameters ); -+ getProgramCacheKeyBooleans( array, parameters ); -+ array.push( renderer.outputEncoding ); -+ - } -- array.push(parameters.customProgramCacheKey); -+ -+ array.push( parameters.customProgramCacheKey ); -+ - return array.join(); -+ -+ } -+ -+ function getProgramCacheKeyParameters( array, parameters ) { -+ -+ array.push( parameters.precision ); -+ array.push( parameters.outputEncoding ); -+ array.push( parameters.envMapMode ); -+ array.push( parameters.envMapCubeUVHeight ); -+ array.push( parameters.combine ); -+ array.push( parameters.vertexUvs ); -+ array.push( parameters.fogExp2 ); -+ array.push( parameters.sizeAttenuation ); -+ array.push( parameters.morphTargetsCount ); -+ array.push( parameters.morphAttributeCount ); -+ array.push( parameters.numDirLights ); -+ array.push( parameters.numPointLights ); -+ array.push( parameters.numSpotLights ); -+ array.push( parameters.numSpotLightMaps ); -+ array.push( parameters.numHemiLights ); -+ array.push( parameters.numRectAreaLights ); -+ array.push( parameters.numDirLightShadows ); -+ array.push( parameters.numPointLightShadows ); -+ array.push( parameters.numSpotLightShadows ); -+ array.push( parameters.numSpotLightShadowsWithMaps ); -+ array.push( parameters.shadowMapType ); -+ array.push( parameters.toneMapping ); -+ array.push( parameters.numClippingPlanes ); -+ array.push( parameters.numClipIntersection ); -+ array.push( parameters.depthPacking ); -+ - } -- function getProgramCacheKeyParameters(array, parameters) { -- array.push(parameters.precision); -- array.push(parameters.outputEncoding); -- array.push(parameters.envMapMode); -- array.push(parameters.envMapCubeUVHeight); -- array.push(parameters.combine); -- array.push(parameters.vertexUvs); -- array.push(parameters.fogExp2); -- array.push(parameters.sizeAttenuation); -- array.push(parameters.morphTargetsCount); -- array.push(parameters.morphAttributeCount); -- array.push(parameters.numDirLights); -- array.push(parameters.numPointLights); -- array.push(parameters.numSpotLights); -- array.push(parameters.numSpotLightMaps); -- array.push(parameters.numHemiLights); -- array.push(parameters.numRectAreaLights); -- array.push(parameters.numDirLightShadows); -- array.push(parameters.numPointLightShadows); -- array.push(parameters.numSpotLightShadows); -- array.push(parameters.numSpotLightShadowsWithMaps); -- array.push(parameters.shadowMapType); -- array.push(parameters.toneMapping); -- array.push(parameters.numClippingPlanes); -- array.push(parameters.numClipIntersection); -- array.push(parameters.depthPacking); -- } -- function getProgramCacheKeyBooleans(array, parameters) { -+ -+ function getProgramCacheKeyBooleans( array, parameters ) { -+ - _programLayers.disableAll(); -- if (parameters.isWebGL2) _programLayers.enable(0); -- if (parameters.supportsVertexTextures) _programLayers.enable(1); -- if (parameters.instancing) _programLayers.enable(2); -- if (parameters.instancingColor) _programLayers.enable(3); -- if (parameters.map) _programLayers.enable(4); -- if (parameters.matcap) _programLayers.enable(5); -- if (parameters.envMap) _programLayers.enable(6); -- if (parameters.lightMap) _programLayers.enable(7); -- if (parameters.aoMap) _programLayers.enable(8); -- if (parameters.emissiveMap) _programLayers.enable(9); -- if (parameters.bumpMap) _programLayers.enable(10); -- if (parameters.normalMap) _programLayers.enable(11); -- if (parameters.objectSpaceNormalMap) _programLayers.enable(12); -- if (parameters.tangentSpaceNormalMap) _programLayers.enable(13); -- if (parameters.clearcoat) _programLayers.enable(14); -- if (parameters.clearcoatMap) _programLayers.enable(15); -- if (parameters.clearcoatRoughnessMap) _programLayers.enable(16); -- if (parameters.clearcoatNormalMap) _programLayers.enable(17); -- if (parameters.iridescence) _programLayers.enable(18); -- if (parameters.iridescenceMap) _programLayers.enable(19); -- if (parameters.iridescenceThicknessMap) _programLayers.enable(20); -- if (parameters.displacementMap) _programLayers.enable(21); -- if (parameters.specularMap) _programLayers.enable(22); -- if (parameters.roughnessMap) _programLayers.enable(23); -- if (parameters.metalnessMap) _programLayers.enable(24); -- if (parameters.gradientMap) _programLayers.enable(25); -- if (parameters.alphaMap) _programLayers.enable(26); -- if (parameters.alphaTest) _programLayers.enable(27); -- if (parameters.vertexColors) _programLayers.enable(28); -- if (parameters.vertexAlphas) _programLayers.enable(29); -- if (parameters.vertexUvs) _programLayers.enable(30); -- if (parameters.vertexTangents) _programLayers.enable(31); -- if (parameters.uvsVertexOnly) _programLayers.enable(32); -- array.push(_programLayers.mask); -+ -+ if ( parameters.isWebGL2 ) -+ _programLayers.enable( 0 ); -+ if ( parameters.supportsVertexTextures ) -+ _programLayers.enable( 1 ); -+ if ( parameters.instancing ) -+ _programLayers.enable( 2 ); -+ if ( parameters.instancingColor ) -+ _programLayers.enable( 3 ); -+ if ( parameters.map ) -+ _programLayers.enable( 4 ); -+ if ( parameters.matcap ) -+ _programLayers.enable( 5 ); -+ if ( parameters.envMap ) -+ _programLayers.enable( 6 ); -+ if ( parameters.lightMap ) -+ _programLayers.enable( 7 ); -+ if ( parameters.aoMap ) -+ _programLayers.enable( 8 ); -+ if ( parameters.emissiveMap ) -+ _programLayers.enable( 9 ); -+ if ( parameters.bumpMap ) -+ _programLayers.enable( 10 ); -+ if ( parameters.normalMap ) -+ _programLayers.enable( 11 ); -+ if ( parameters.objectSpaceNormalMap ) -+ _programLayers.enable( 12 ); -+ if ( parameters.tangentSpaceNormalMap ) -+ _programLayers.enable( 13 ); -+ if ( parameters.clearcoat ) -+ _programLayers.enable( 14 ); -+ if ( parameters.clearcoatMap ) -+ _programLayers.enable( 15 ); -+ if ( parameters.clearcoatRoughnessMap ) -+ _programLayers.enable( 16 ); -+ if ( parameters.clearcoatNormalMap ) -+ _programLayers.enable( 17 ); -+ if ( parameters.iridescence ) -+ _programLayers.enable( 18 ); -+ if ( parameters.iridescenceMap ) -+ _programLayers.enable( 19 ); -+ if ( parameters.iridescenceThicknessMap ) -+ _programLayers.enable( 20 ); -+ if ( parameters.displacementMap ) -+ _programLayers.enable( 21 ); -+ if ( parameters.specularMap ) -+ _programLayers.enable( 22 ); -+ if ( parameters.roughnessMap ) -+ _programLayers.enable( 23 ); -+ if ( parameters.metalnessMap ) -+ _programLayers.enable( 24 ); -+ if ( parameters.gradientMap ) -+ _programLayers.enable( 25 ); -+ if ( parameters.alphaMap ) -+ _programLayers.enable( 26 ); -+ if ( parameters.alphaTest ) -+ _programLayers.enable( 27 ); -+ if ( parameters.vertexColors ) -+ _programLayers.enable( 28 ); -+ if ( parameters.vertexAlphas ) -+ _programLayers.enable( 29 ); -+ if ( parameters.vertexUvs ) -+ _programLayers.enable( 30 ); -+ if ( parameters.vertexTangents ) -+ _programLayers.enable( 31 ); -+ if ( parameters.uvsVertexOnly ) -+ _programLayers.enable( 32 ); -+ -+ array.push( _programLayers.mask ); - _programLayers.disableAll(); -- if (parameters.fog) _programLayers.enable(0); -- if (parameters.useFog) _programLayers.enable(1); -- if (parameters.flatShading) _programLayers.enable(2); -- if (parameters.logarithmicDepthBuffer) _programLayers.enable(3); -- if (parameters.skinning) _programLayers.enable(4); -- if (parameters.morphTargets) _programLayers.enable(5); -- if (parameters.morphNormals) _programLayers.enable(6); -- if (parameters.morphColors) _programLayers.enable(7); -- if (parameters.premultipliedAlpha) _programLayers.enable(8); -- if (parameters.shadowMapEnabled) _programLayers.enable(9); -- if (parameters.physicallyCorrectLights) _programLayers.enable(10); -- if (parameters.doubleSided) _programLayers.enable(11); -- if (parameters.flipSided) _programLayers.enable(12); -- if (parameters.useDepthPacking) _programLayers.enable(13); -- if (parameters.dithering) _programLayers.enable(14); -- if (parameters.specularIntensityMap) _programLayers.enable(15); -- if (parameters.specularColorMap) _programLayers.enable(16); -- if (parameters.transmission) _programLayers.enable(17); -- if (parameters.transmissionMap) _programLayers.enable(18); -- if (parameters.thicknessMap) _programLayers.enable(19); -- if (parameters.sheen) _programLayers.enable(20); -- if (parameters.sheenColorMap) _programLayers.enable(21); -- if (parameters.sheenRoughnessMap) _programLayers.enable(22); -- if (parameters.decodeVideoTexture) _programLayers.enable(23); -- if (parameters.opaque) _programLayers.enable(24); -- array.push(_programLayers.mask); -- } -- function getUniforms(material) { -- const shaderID = shaderIDs[material.type]; -+ -+ if ( parameters.fog ) -+ _programLayers.enable( 0 ); -+ if ( parameters.useFog ) -+ _programLayers.enable( 1 ); -+ if ( parameters.flatShading ) -+ _programLayers.enable( 2 ); -+ if ( parameters.logarithmicDepthBuffer ) -+ _programLayers.enable( 3 ); -+ if ( parameters.skinning ) -+ _programLayers.enable( 4 ); -+ if ( parameters.morphTargets ) -+ _programLayers.enable( 5 ); -+ if ( parameters.morphNormals ) -+ _programLayers.enable( 6 ); -+ if ( parameters.morphColors ) -+ _programLayers.enable( 7 ); -+ if ( parameters.premultipliedAlpha ) -+ _programLayers.enable( 8 ); -+ if ( parameters.shadowMapEnabled ) -+ _programLayers.enable( 9 ); -+ if ( parameters.physicallyCorrectLights ) -+ _programLayers.enable( 10 ); -+ if ( parameters.doubleSided ) -+ _programLayers.enable( 11 ); -+ if ( parameters.flipSided ) -+ _programLayers.enable( 12 ); -+ if ( parameters.useDepthPacking ) -+ _programLayers.enable( 13 ); -+ if ( parameters.dithering ) -+ _programLayers.enable( 14 ); -+ if ( parameters.specularIntensityMap ) -+ _programLayers.enable( 15 ); -+ if ( parameters.specularColorMap ) -+ _programLayers.enable( 16 ); -+ if ( parameters.transmission ) -+ _programLayers.enable( 17 ); -+ if ( parameters.transmissionMap ) -+ _programLayers.enable( 18 ); -+ if ( parameters.thicknessMap ) -+ _programLayers.enable( 19 ); -+ if ( parameters.sheen ) -+ _programLayers.enable( 20 ); -+ if ( parameters.sheenColorMap ) -+ _programLayers.enable( 21 ); -+ if ( parameters.sheenRoughnessMap ) -+ _programLayers.enable( 22 ); -+ if ( parameters.decodeVideoTexture ) -+ _programLayers.enable( 23 ); -+ if ( parameters.opaque ) -+ _programLayers.enable( 24 ); -+ if ( parameters.numMultiviewViews ) -+ _programLayers.enable( 25 ); -+ -+ array.push( _programLayers.mask ); -+ -+ } -+ -+ function getUniforms( material ) { -+ -+ const shaderID = shaderIDs[ material.type ]; - let uniforms; -- if (shaderID) { -- const shader = ShaderLib[shaderID]; -- uniforms = UniformsUtils.clone(shader.uniforms); -+ -+ if ( shaderID ) { -+ -+ const shader = ShaderLib[ shaderID ]; -+ uniforms = UniformsUtils.clone( shader.uniforms ); -+ - } else { -+ - uniforms = material.uniforms; -+ - } -+ - return uniforms; -+ - } -- function acquireProgram(parameters, cacheKey) { -+ -+ function acquireProgram( parameters, cacheKey ) { -+ - let program; - - // Check if code has been already compiled -- for (let p = 0, pl = programs.length; p < pl; p++) { -- const preexistingProgram = programs[p]; -- if (preexistingProgram.cacheKey === cacheKey) { -+ for ( let p = 0, pl = programs.length; p < pl; p ++ ) { -+ -+ const preexistingProgram = programs[ p ]; -+ -+ if ( preexistingProgram.cacheKey === cacheKey ) { -+ - program = preexistingProgram; -- ++program.usedTimes; -+ ++ program.usedTimes; -+ - break; -+ - } -+ - } -- if (program === undefined) { -- program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates); -- programs.push(program); -+ -+ if ( program === undefined ) { -+ -+ program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); -+ programs.push( program ); -+ - } -+ - return program; -+ - } -- function releaseProgram(program) { -- if (--program.usedTimes === 0) { -+ -+ function releaseProgram( program ) { -+ -+ if ( -- program.usedTimes === 0 ) { -+ - // Remove from unordered set -- const i = programs.indexOf(program); -- programs[i] = programs[programs.length - 1]; -+ const i = programs.indexOf( program ); -+ programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Free WebGL resources - program.destroy(); -+ - } -+ - } -- function releaseShaderCache(material) { -- _customShaders.remove(material); -+ -+ function releaseShaderCache( material ) { -+ -+ _customShaders.remove( material ); -+ - } -+ - function dispose() { -+ - _customShaders.dispose(); -+ - } -+ - return { - getParameters: getParameters, - getProgramCacheKey: getProgramCacheKey, -@@ -13035,74 +19859,129 @@ function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, - programs: programs, - dispose: dispose - }; -+ - } - - function WebGLProperties() { -+ - let properties = new WeakMap(); -- function get(object) { -- let map = properties.get(object); -- if (map === undefined) { -+ -+ function get( object ) { -+ -+ let map = properties.get( object ); -+ -+ if ( map === undefined ) { -+ - map = {}; -- properties.set(object, map); -+ properties.set( object, map ); -+ - } -+ - return map; -+ - } -- function remove(object) { -- properties.delete(object); -+ -+ function remove( object ) { -+ -+ properties.delete( object ); -+ - } -- function update(object, key, value) { -- properties.get(object)[key] = value; -+ -+ function update( object, key, value ) { -+ -+ properties.get( object )[ key ] = value; -+ - } -+ - function dispose() { -+ - properties = new WeakMap(); -+ - } -+ - return { - get: get, - remove: remove, - update: update, - dispose: dispose - }; -+ - } - --function painterSortStable(a, b) { -- if (a.groupOrder !== b.groupOrder) { -+function painterSortStable( a, b ) { -+ -+ if ( a.groupOrder !== b.groupOrder ) { -+ - return a.groupOrder - b.groupOrder; -- } else if (a.renderOrder !== b.renderOrder) { -+ -+ } else if ( a.renderOrder !== b.renderOrder ) { -+ - return a.renderOrder - b.renderOrder; -- } else if (a.material.id !== b.material.id) { -+ -+ } else if ( a.material.id !== b.material.id ) { -+ - return a.material.id - b.material.id; -- } else if (a.z !== b.z) { -+ -+ } else if ( a.z !== b.z ) { -+ - return a.z - b.z; -+ - } else { -+ - return a.id - b.id; -+ - } -+ - } --function reversePainterSortStable(a, b) { -- if (a.groupOrder !== b.groupOrder) { -+ -+function reversePainterSortStable( a, b ) { -+ -+ if ( a.groupOrder !== b.groupOrder ) { -+ - return a.groupOrder - b.groupOrder; -- } else if (a.renderOrder !== b.renderOrder) { -+ -+ } else if ( a.renderOrder !== b.renderOrder ) { -+ - return a.renderOrder - b.renderOrder; -- } else if (a.z !== b.z) { -+ -+ } else if ( a.z !== b.z ) { -+ - return b.z - a.z; -+ - } else { -+ - return a.id - b.id; -+ - } -+ - } -+ -+ - function WebGLRenderList() { -+ - const renderItems = []; - let renderItemsIndex = 0; -+ - const opaque = []; - const transmissive = []; - const transparent = []; -+ - function init() { -+ - renderItemsIndex = 0; -+ - opaque.length = 0; - transmissive.length = 0; - transparent.length = 0; -+ - } -- function getNextRenderItem(object, geometry, material, groupOrder, z, group) { -- let renderItem = renderItems[renderItemsIndex]; -- if (renderItem === undefined) { -+ -+ function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { -+ -+ let renderItem = renderItems[ renderItemsIndex ]; -+ -+ if ( renderItem === undefined ) { -+ - renderItem = { - id: object.id, - object: object, -@@ -13113,8 +19992,11 @@ function WebGLRenderList() { - z: z, - group: group - }; -- renderItems[renderItemsIndex] = renderItem; -+ -+ renderItems[ renderItemsIndex ] = renderItem; -+ - } else { -+ - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; -@@ -13123,101 +20005,170 @@ function WebGLRenderList() { - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; -+ - } -- renderItemsIndex++; -+ -+ renderItemsIndex ++; -+ - return renderItem; -+ - } -- function push(object, geometry, material, groupOrder, z, group) { -- const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group); -- if (material.transmission > 0.0) { -- transmissive.push(renderItem); -- } else if (material.transparent === true) { -- transparent.push(renderItem); -+ -+ function push( object, geometry, material, groupOrder, z, group ) { -+ -+ const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); -+ -+ if ( material.transmission > 0.0 ) { -+ -+ transmissive.push( renderItem ); -+ -+ } else if ( material.transparent === true ) { -+ -+ transparent.push( renderItem ); -+ - } else { -- opaque.push(renderItem); -+ -+ opaque.push( renderItem ); -+ - } -+ - } -- function unshift(object, geometry, material, groupOrder, z, group) { -- const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group); -- if (material.transmission > 0.0) { -- transmissive.unshift(renderItem); -- } else if (material.transparent === true) { -- transparent.unshift(renderItem); -+ -+ function unshift( object, geometry, material, groupOrder, z, group ) { -+ -+ const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); -+ -+ if ( material.transmission > 0.0 ) { -+ -+ transmissive.unshift( renderItem ); -+ -+ } else if ( material.transparent === true ) { -+ -+ transparent.unshift( renderItem ); -+ - } else { -- opaque.unshift(renderItem); -+ -+ opaque.unshift( renderItem ); -+ - } -+ - } -- function sort(customOpaqueSort, customTransparentSort) { -- if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable); -- if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable); -- if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable); -+ -+ function sort( customOpaqueSort, customTransparentSort ) { -+ -+ if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); -+ if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); -+ if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); -+ - } -+ - function finish() { -+ - // Clear references from inactive renderItems in the list - -- for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) { -- const renderItem = renderItems[i]; -- if (renderItem.id === null) break; -+ for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { -+ -+ const renderItem = renderItems[ i ]; -+ -+ if ( renderItem.id === null ) break; -+ - renderItem.id = null; - renderItem.object = null; - renderItem.geometry = null; - renderItem.material = null; - renderItem.group = null; -+ - } -+ - } -+ - return { -+ - opaque: opaque, - transmissive: transmissive, - transparent: transparent, -+ - init: init, - push: push, - unshift: unshift, - finish: finish, -+ - sort: sort - }; -+ - } -+ - function WebGLRenderLists() { -+ - let lists = new WeakMap(); -- function get(scene, renderCallDepth) { -- const listArray = lists.get(scene); -+ -+ function get( scene, renderCallDepth ) { -+ -+ const listArray = lists.get( scene ); - let list; -- if (listArray === undefined) { -+ -+ if ( listArray === undefined ) { -+ - list = new WebGLRenderList(); -- lists.set(scene, [list]); -+ lists.set( scene, [ list ] ); -+ - } else { -- if (renderCallDepth >= listArray.length) { -+ -+ if ( renderCallDepth >= listArray.length ) { -+ - list = new WebGLRenderList(); -- listArray.push(list); -+ listArray.push( list ); -+ - } else { -- list = listArray[renderCallDepth]; -+ -+ list = listArray[ renderCallDepth ]; -+ - } -+ - } -+ - return list; -+ - } -+ - function dispose() { -+ - lists = new WeakMap(); -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - - function UniformsCache() { -+ - const lights = {}; -+ - return { -- get: function (light) { -- if (lights[light.id] !== undefined) { -- return lights[light.id]; -+ -+ get: function ( light ) { -+ -+ if ( lights[ light.id ] !== undefined ) { -+ -+ return lights[ light.id ]; -+ - } -+ - let uniforms; -- switch (light.type) { -+ -+ switch ( light.type ) { -+ - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color() - }; - break; -+ - case 'SpotLight': - uniforms = { - position: new Vector3(), -@@ -13229,6 +20180,7 @@ function UniformsCache() { - decay: 0 - }; - break; -+ - case 'PointLight': - uniforms = { - position: new Vector3(), -@@ -13237,6 +20189,7 @@ function UniformsCache() { - decay: 0 - }; - break; -+ - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), -@@ -13244,6 +20197,7 @@ function UniformsCache() { - groundColor: new Color() - }; - break; -+ - case 'RectAreaLight': - uniforms = { - color: new Color(), -@@ -13252,22 +20206,38 @@ function UniformsCache() { - halfHeight: new Vector3() - }; - break; -+ - } -- lights[light.id] = uniforms; -+ -+ lights[ light.id ] = uniforms; -+ - return uniforms; -+ - } -+ - }; -+ - } -+ - function ShadowUniformsCache() { -+ - const lights = {}; -+ - return { -- get: function (light) { -- if (lights[light.id] !== undefined) { -- return lights[light.id]; -+ -+ get: function ( light ) { -+ -+ if ( lights[ light.id ] !== undefined ) { -+ -+ return lights[ light.id ]; -+ - } -+ - let uniforms; -- switch (light.type) { -- case 'DirectionalLight': -+ -+ switch ( light.type ) { -+ -+ case 'DirectionalLight': - uniforms = { - shadowBias: 0, - shadowNormalBias: 0, -@@ -13275,6 +20245,7 @@ function ShadowUniformsCache() { - shadowMapSize: new Vector2() - }; - break; -+ - case 'SpotLight': - uniforms = { - shadowBias: 0, -@@ -13283,6 +20254,7 @@ function ShadowUniformsCache() { - shadowMapSize: new Vector2() - }; - break; -+ - case 'PointLight': - uniforms = { - shadowBias: 0, -@@ -13295,34 +20267,53 @@ function ShadowUniformsCache() { - break; - - // TODO (abelnation): set RectAreaLight shadow uniforms -+ - } - -- lights[light.id] = uniforms; -+ lights[ light.id ] = uniforms; -+ - return uniforms; -+ - } -+ - }; -+ - } -+ -+ -+ - let nextVersion = 0; --function shadowCastingAndTexturingLightsFirst(lightA, lightB) { -- return (lightB.castShadow ? 2 : 0) - (lightA.castShadow ? 2 : 0) + (lightB.map ? 1 : 0) - (lightA.map ? 1 : 0); -+ -+function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { -+ -+ return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); -+ - } --function WebGLLights(extensions, capabilities) { -+ -+function WebGLLights( extensions, capabilities ) { -+ - const cache = new UniformsCache(); -+ - const shadowCache = ShadowUniformsCache(); -+ - const state = { -+ - version: 0, -+ - hash: { -- directionalLength: -1, -- pointLength: -1, -- spotLength: -1, -- rectAreaLength: -1, -- hemiLength: -1, -- numDirectionalShadows: -1, -- numPointShadows: -1, -- numSpotShadows: -1, -- numSpotMaps: -1 -+ directionalLength: - 1, -+ pointLength: - 1, -+ spotLength: - 1, -+ rectAreaLength: - 1, -+ hemiLength: - 1, -+ -+ numDirectionalShadows: - 1, -+ numPointShadows: - 1, -+ numSpotShadows: - 1, -+ numSpotMaps: - 1 - }, -- ambient: [0, 0, 0], -+ -+ ambient: [ 0, 0, 0 ], - probe: [], - directional: [], - directionalShadow: [], -@@ -13342,21 +20333,27 @@ function WebGLLights(extensions, capabilities) { - pointShadowMatrix: [], - hemi: [], - numSpotLightShadowsWithMaps: 0 -+ - }; -- for (let i = 0; i < 9; i++) state.probe.push(new Vector3()); -+ -+ for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); -+ - const vector3 = new Vector3(); - const matrix4 = new Matrix4(); - const matrix42 = new Matrix4(); -- function setup(lights, physicallyCorrectLights) { -- let r = 0, -- g = 0, -- b = 0; -- for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0); -+ -+ function setup( lights, physicallyCorrectLights ) { -+ -+ let r = 0, g = 0, b = 0; -+ -+ for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); -+ - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; -+ - let numDirectionalShadows = 0; - let numPointShadows = 0; - let numSpotShadows = 0; -@@ -13364,138 +20361,230 @@ function WebGLLights(extensions, capabilities) { - let numSpotShadowsWithMaps = 0; - - // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] -- lights.sort(shadowCastingAndTexturingLightsFirst); -+ lights.sort( shadowCastingAndTexturingLightsFirst ); - - // artist-friendly light intensity scaling factor -- const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1; -- for (let i = 0, l = lights.length; i < l; i++) { -- const light = lights[i]; -+ const scaleFactor = ( physicallyCorrectLights !== true ) ? Math.PI : 1; -+ -+ for ( let i = 0, l = lights.length; i < l; i ++ ) { -+ -+ const light = lights[ i ]; -+ - const color = light.color; - const intensity = light.intensity; - const distance = light.distance; -- const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null; -- if (light.isAmbientLight) { -+ -+ const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; -+ -+ if ( light.isAmbientLight ) { -+ - r += color.r * intensity * scaleFactor; - g += color.g * intensity * scaleFactor; - b += color.b * intensity * scaleFactor; -- } else if (light.isLightProbe) { -- for (let j = 0; j < 9; j++) { -- state.probe[j].addScaledVector(light.sh.coefficients[j], intensity); -- } -- } else if (light.isDirectionalLight) { -- const uniforms = cache.get(light); -- uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor); -- if (light.castShadow) { -+ -+ } else if ( light.isLightProbe ) { -+ -+ for ( let j = 0; j < 9; j ++ ) { -+ -+ state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); -+ -+ } -+ -+ } else if ( light.isDirectionalLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); -+ -+ if ( light.castShadow ) { -+ - const shadow = light.shadow; -- const shadowUniforms = shadowCache.get(light); -+ -+ const shadowUniforms = shadowCache.get( light ); -+ - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; -- state.directionalShadow[directionalLength] = shadowUniforms; -- state.directionalShadowMap[directionalLength] = shadowMap; -- state.directionalShadowMatrix[directionalLength] = light.shadow.matrix; -- numDirectionalShadows++; -- } -- state.directional[directionalLength] = uniforms; -- directionalLength++; -- } else if (light.isSpotLight) { -- const uniforms = cache.get(light); -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor); -+ -+ state.directionalShadow[ directionalLength ] = shadowUniforms; -+ state.directionalShadowMap[ directionalLength ] = shadowMap; -+ state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; -+ -+ numDirectionalShadows ++; -+ -+ } -+ -+ state.directional[ directionalLength ] = uniforms; -+ -+ directionalLength ++; -+ -+ } else if ( light.isSpotLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ -+ uniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor ); - uniforms.distance = distance; -- uniforms.coneCos = Math.cos(light.angle); -- uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra)); -+ -+ uniforms.coneCos = Math.cos( light.angle ); -+ uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = light.decay; -- state.spot[spotLength] = uniforms; -+ -+ state.spot[ spotLength ] = uniforms; -+ - const shadow = light.shadow; -- if (light.map) { -- state.spotLightMap[numSpotMaps] = light.map; -- numSpotMaps++; -+ -+ if ( light.map ) { -+ -+ state.spotLightMap[ numSpotMaps ] = light.map; -+ numSpotMaps ++; - - // make sure the lightMatrix is up to date - // TODO : do it if required only -- shadow.updateMatrices(light); -- if (light.castShadow) numSpotShadowsWithMaps++; -+ shadow.updateMatrices( light ); -+ -+ if ( light.castShadow ) numSpotShadowsWithMaps ++; -+ - } -- state.spotLightMatrix[spotLength] = shadow.matrix; -- if (light.castShadow) { -- const shadowUniforms = shadowCache.get(light); -+ -+ state.spotLightMatrix[ spotLength ] = shadow.matrix; -+ -+ if ( light.castShadow ) { -+ -+ const shadowUniforms = shadowCache.get( light ); -+ - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; -- state.spotShadow[spotLength] = shadowUniforms; -- state.spotShadowMap[spotLength] = shadowMap; -- numSpotShadows++; -- } -- spotLength++; -- } else if (light.isRectAreaLight) { -- const uniforms = cache.get(light); -- uniforms.color.copy(color).multiplyScalar(intensity); -- uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0); -- uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0); -- state.rectArea[rectAreaLength] = uniforms; -- rectAreaLength++; -- } else if (light.isPointLight) { -- const uniforms = cache.get(light); -- uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor); -+ -+ state.spotShadow[ spotLength ] = shadowUniforms; -+ state.spotShadowMap[ spotLength ] = shadowMap; -+ -+ numSpotShadows ++; -+ -+ } -+ -+ spotLength ++; -+ -+ } else if ( light.isRectAreaLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.color.copy( color ).multiplyScalar( intensity ); -+ -+ uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); -+ uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); -+ -+ state.rectArea[ rectAreaLength ] = uniforms; -+ -+ rectAreaLength ++; -+ -+ } else if ( light.isPointLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); - uniforms.distance = light.distance; - uniforms.decay = light.decay; -- if (light.castShadow) { -+ -+ if ( light.castShadow ) { -+ - const shadow = light.shadow; -- const shadowUniforms = shadowCache.get(light); -+ -+ const shadowUniforms = shadowCache.get( light ); -+ - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - shadowUniforms.shadowCameraNear = shadow.camera.near; - shadowUniforms.shadowCameraFar = shadow.camera.far; -- state.pointShadow[pointLength] = shadowUniforms; -- state.pointShadowMap[pointLength] = shadowMap; -- state.pointShadowMatrix[pointLength] = light.shadow.matrix; -- numPointShadows++; -- } -- state.point[pointLength] = uniforms; -- pointLength++; -- } else if (light.isHemisphereLight) { -- const uniforms = cache.get(light); -- uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor); -- uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor); -- state.hemi[hemiLength] = uniforms; -- hemiLength++; -- } -- } -- if (rectAreaLength > 0) { -- if (capabilities.isWebGL2) { -+ -+ state.pointShadow[ pointLength ] = shadowUniforms; -+ state.pointShadowMap[ pointLength ] = shadowMap; -+ state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; -+ -+ numPointShadows ++; -+ -+ } -+ -+ state.point[ pointLength ] = uniforms; -+ -+ pointLength ++; -+ -+ } else if ( light.isHemisphereLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor ); -+ uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor ); -+ -+ state.hemi[ hemiLength ] = uniforms; -+ -+ hemiLength ++; -+ -+ } -+ -+ } -+ -+ if ( rectAreaLength > 0 ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ - // WebGL 2 - - state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; - state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; -+ - } else { -+ - // WebGL 1 - -- if (extensions.has('OES_texture_float_linear') === true) { -+ if ( extensions.has( 'OES_texture_float_linear' ) === true ) { -+ - state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; - state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; -- } else if (extensions.has('OES_texture_half_float_linear') === true) { -+ -+ } else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) { -+ - state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; - state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; -+ - } else { -- console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.'); -+ -+ console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' ); -+ - } -+ - } -+ - } -- state.ambient[0] = r; -- state.ambient[1] = g; -- state.ambient[2] = b; -+ -+ state.ambient[ 0 ] = r; -+ state.ambient[ 1 ] = g; -+ state.ambient[ 2 ] = b; -+ - const hash = state.hash; -- if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows || hash.numSpotMaps !== numSpotMaps) { -+ -+ if ( hash.directionalLength !== directionalLength || -+ hash.pointLength !== pointLength || -+ hash.spotLength !== spotLength || -+ hash.rectAreaLength !== rectAreaLength || -+ hash.hemiLength !== hemiLength || -+ hash.numDirectionalShadows !== numDirectionalShadows || -+ hash.numPointShadows !== numPointShadows || -+ hash.numSpotShadows !== numSpotShadows || -+ hash.numSpotMaps !== numSpotMaps ) { -+ - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; -+ - state.directionalShadow.length = numDirectionalShadows; - state.directionalShadowMap.length = numDirectionalShadows; - state.pointShadow.length = numPointShadows; -@@ -13507,326 +20596,513 @@ function WebGLLights(extensions, capabilities) { - state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; - state.spotLightMap.length = numSpotMaps; - state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; -+ - hash.directionalLength = directionalLength; - hash.pointLength = pointLength; - hash.spotLength = spotLength; - hash.rectAreaLength = rectAreaLength; - hash.hemiLength = hemiLength; -+ - hash.numDirectionalShadows = numDirectionalShadows; - hash.numPointShadows = numPointShadows; - hash.numSpotShadows = numSpotShadows; - hash.numSpotMaps = numSpotMaps; -- state.version = nextVersion++; -+ -+ state.version = nextVersion ++; -+ - } -+ - } -- function setupView(lights, camera) { -+ -+ function setupView( lights, camera ) { -+ - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; -+ - const viewMatrix = camera.matrixWorldInverse; -- for (let i = 0, l = lights.length; i < l; i++) { -- const light = lights[i]; -- if (light.isDirectionalLight) { -- const uniforms = state.directional[directionalLength]; -- uniforms.direction.setFromMatrixPosition(light.matrixWorld); -- vector3.setFromMatrixPosition(light.target.matrixWorld); -- uniforms.direction.sub(vector3); -- uniforms.direction.transformDirection(viewMatrix); -- directionalLength++; -- } else if (light.isSpotLight) { -- const uniforms = state.spot[spotLength]; -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.position.applyMatrix4(viewMatrix); -- uniforms.direction.setFromMatrixPosition(light.matrixWorld); -- vector3.setFromMatrixPosition(light.target.matrixWorld); -- uniforms.direction.sub(vector3); -- uniforms.direction.transformDirection(viewMatrix); -- spotLength++; -- } else if (light.isRectAreaLight) { -- const uniforms = state.rectArea[rectAreaLength]; -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.position.applyMatrix4(viewMatrix); -+ -+ for ( let i = 0, l = lights.length; i < l; i ++ ) { -+ -+ const light = lights[ i ]; -+ -+ if ( light.isDirectionalLight ) { -+ -+ const uniforms = state.directional[ directionalLength ]; -+ -+ uniforms.direction.setFromMatrixPosition( light.matrixWorld ); -+ vector3.setFromMatrixPosition( light.target.matrixWorld ); -+ uniforms.direction.sub( vector3 ); -+ uniforms.direction.transformDirection( viewMatrix ); -+ -+ directionalLength ++; -+ -+ } else if ( light.isSpotLight ) { -+ -+ const uniforms = state.spot[ spotLength ]; -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.position.applyMatrix4( viewMatrix ); -+ -+ uniforms.direction.setFromMatrixPosition( light.matrixWorld ); -+ vector3.setFromMatrixPosition( light.target.matrixWorld ); -+ uniforms.direction.sub( vector3 ); -+ uniforms.direction.transformDirection( viewMatrix ); -+ -+ spotLength ++; -+ -+ } else if ( light.isRectAreaLight ) { -+ -+ const uniforms = state.rectArea[ rectAreaLength ]; -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.position.applyMatrix4( viewMatrix ); - - // extract local rotation of light to derive width/height half vectors - matrix42.identity(); -- matrix4.copy(light.matrixWorld); -- matrix4.premultiply(viewMatrix); -- matrix42.extractRotation(matrix4); -- uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0); -- uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0); -- uniforms.halfWidth.applyMatrix4(matrix42); -- uniforms.halfHeight.applyMatrix4(matrix42); -- rectAreaLength++; -- } else if (light.isPointLight) { -- const uniforms = state.point[pointLength]; -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.position.applyMatrix4(viewMatrix); -- pointLength++; -- } else if (light.isHemisphereLight) { -- const uniforms = state.hemi[hemiLength]; -- uniforms.direction.setFromMatrixPosition(light.matrixWorld); -- uniforms.direction.transformDirection(viewMatrix); -- hemiLength++; -+ matrix4.copy( light.matrixWorld ); -+ matrix4.premultiply( viewMatrix ); -+ matrix42.extractRotation( matrix4 ); -+ -+ uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); -+ uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); -+ -+ uniforms.halfWidth.applyMatrix4( matrix42 ); -+ uniforms.halfHeight.applyMatrix4( matrix42 ); -+ -+ rectAreaLength ++; -+ -+ } else if ( light.isPointLight ) { -+ -+ const uniforms = state.point[ pointLength ]; -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.position.applyMatrix4( viewMatrix ); -+ -+ pointLength ++; -+ -+ } else if ( light.isHemisphereLight ) { -+ -+ const uniforms = state.hemi[ hemiLength ]; -+ -+ uniforms.direction.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.direction.transformDirection( viewMatrix ); -+ -+ hemiLength ++; -+ - } -+ - } -+ - } -+ - return { - setup: setup, - setupView: setupView, - state: state - }; -+ - } - --function WebGLRenderState(extensions, capabilities) { -- const lights = new WebGLLights(extensions, capabilities); -+function WebGLRenderState( extensions, capabilities ) { -+ -+ const lights = new WebGLLights( extensions, capabilities ); -+ - const lightsArray = []; - const shadowsArray = []; -+ - function init() { -+ - lightsArray.length = 0; - shadowsArray.length = 0; -+ - } -- function pushLight(light) { -- lightsArray.push(light); -+ -+ function pushLight( light ) { -+ -+ lightsArray.push( light ); -+ - } -- function pushShadow(shadowLight) { -- shadowsArray.push(shadowLight); -+ -+ function pushShadow( shadowLight ) { -+ -+ shadowsArray.push( shadowLight ); -+ - } -- function setupLights(physicallyCorrectLights) { -- lights.setup(lightsArray, physicallyCorrectLights); -+ -+ function setupLights( physicallyCorrectLights ) { -+ -+ lights.setup( lightsArray, physicallyCorrectLights ); -+ - } -- function setupLightsView(camera) { -- lights.setupView(lightsArray, camera); -+ -+ function setupLightsView( camera ) { -+ -+ lights.setupView( lightsArray, camera ); -+ - } -+ - const state = { - lightsArray: lightsArray, - shadowsArray: shadowsArray, -+ - lights: lights - }; -+ - return { - init: init, - state: state, - setupLights: setupLights, - setupLightsView: setupLightsView, -+ - pushLight: pushLight, - pushShadow: pushShadow - }; -+ - } --function WebGLRenderStates(extensions, capabilities) { -+ -+function WebGLRenderStates( extensions, capabilities ) { -+ - let renderStates = new WeakMap(); -- function get(scene, renderCallDepth = 0) { -- const renderStateArray = renderStates.get(scene); -+ -+ function get( scene, renderCallDepth = 0 ) { -+ -+ const renderStateArray = renderStates.get( scene ); - let renderState; -- if (renderStateArray === undefined) { -- renderState = new WebGLRenderState(extensions, capabilities); -- renderStates.set(scene, [renderState]); -+ -+ if ( renderStateArray === undefined ) { -+ -+ renderState = new WebGLRenderState( extensions, capabilities ); -+ renderStates.set( scene, [ renderState ] ); -+ - } else { -- if (renderCallDepth >= renderStateArray.length) { -- renderState = new WebGLRenderState(extensions, capabilities); -- renderStateArray.push(renderState); -+ -+ if ( renderCallDepth >= renderStateArray.length ) { -+ -+ renderState = new WebGLRenderState( extensions, capabilities ); -+ renderStateArray.push( renderState ); -+ - } else { -- renderState = renderStateArray[renderCallDepth]; -+ -+ renderState = renderStateArray[ renderCallDepth ]; -+ - } -+ - } -+ - return renderState; -+ - } -+ - function dispose() { -+ - renderStates = new WeakMap(); -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - - class MeshDepthMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshDepthMaterial = true; -+ - this.type = 'MeshDepthMaterial'; -+ - this.depthPacking = BasicDepthPacking; -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.depthPacking = source.depthPacking; -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; -+ - return this; -+ - } -+ - } - - class MeshDistanceMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshDistanceMaterial = true; -+ - this.type = 'MeshDistanceMaterial'; -+ - this.referencePosition = new Vector3(); - this.nearDistance = 1; - this.farDistance = 1000; -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.referencePosition.copy(source.referencePosition); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.referencePosition.copy( source.referencePosition ); - this.nearDistance = source.nearDistance; - this.farDistance = source.farDistance; -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - return this; -+ - } -+ - } - - const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; -+ - const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; - --function WebGLShadowMap(_renderer, _objects, _capabilities) { -+function WebGLShadowMap( _renderer, _objects, _capabilities ) { -+ - let _frustum = new Frustum(); -+ - const _shadowMapSize = new Vector2(), - _viewportSize = new Vector2(), -+ - _viewport = new Vector4(), -- _depthMaterial = new MeshDepthMaterial({ -- depthPacking: RGBADepthPacking -- }), -+ -+ _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ), - _distanceMaterial = new MeshDistanceMaterial(), -+ - _materialCache = {}, -+ - _maxTextureSize = _capabilities.maxTextureSize; -- const shadowSide = { -- 0: BackSide, -- 1: FrontSide, -- 2: DoubleSide -- }; -- const shadowMaterialVertical = new ShaderMaterial({ -+ -+ const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide, [ TwoPassDoubleSide ]: DoubleSide }; -+ -+ const shadowMaterialVertical = new ShaderMaterial( { - defines: { - VSM_SAMPLES: 8 - }, - uniforms: { -- shadow_pass: { -- value: null -- }, -- resolution: { -- value: new Vector2() -- }, -- radius: { -- value: 4.0 -- } -+ shadow_pass: { value: null }, -+ resolution: { value: new Vector2() }, -+ radius: { value: 4.0 } - }, -+ - vertexShader: vertex, - fragmentShader: fragment -- }); -- const shadowMaterialHorizontal = shadowMaterialVertical.clone(); -+ -+ } ); -+ -+ const shadowMaterialHorizontal = shadowMaterialVertical.clone(); - shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; -+ - const fullScreenTri = new BufferGeometry(); -- fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3)); -- const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical); -+ fullScreenTri.setAttribute( -+ 'position', -+ new BufferAttribute( -+ new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), -+ 3 -+ ) -+ ); -+ -+ const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); -+ - const scope = this; -+ - this.enabled = false; -+ - this.autoUpdate = true; - this.needsUpdate = false; -+ - this.type = PCFShadowMap; -- this.render = function (lights, scene, camera) { -- if (scope.enabled === false) return; -- if (scope.autoUpdate === false && scope.needsUpdate === false) return; -- if (lights.length === 0) return; -+ -+ this.render = function ( lights, scene, camera ) { -+ -+ if ( scope.enabled === false ) return; -+ if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; -+ -+ if ( lights.length === 0 ) return; -+ - const currentRenderTarget = _renderer.getRenderTarget(); - const activeCubeFace = _renderer.getActiveCubeFace(); - const activeMipmapLevel = _renderer.getActiveMipmapLevel(); -+ - const _state = _renderer.state; - - // Set GL state for depth map. -- _state.setBlending(NoBlending); -- _state.buffers.color.setClear(1, 1, 1, 1); -- _state.buffers.depth.setTest(true); -- _state.setScissorTest(false); -+ _state.setBlending( NoBlending ); -+ _state.buffers.color.setClear( 1, 1, 1, 1 ); -+ _state.buffers.depth.setTest( true ); -+ _state.setScissorTest( false ); - - // render depth map - -- for (let i = 0, il = lights.length; i < il; i++) { -- const light = lights[i]; -+ for ( let i = 0, il = lights.length; i < il; i ++ ) { -+ -+ const light = lights[ i ]; - const shadow = light.shadow; -- if (shadow === undefined) { -- console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.'); -+ -+ if ( shadow === undefined ) { -+ -+ console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; -+ - } -- if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue; -- _shadowMapSize.copy(shadow.mapSize); -+ -+ if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; -+ -+ _shadowMapSize.copy( shadow.mapSize ); -+ - const shadowFrameExtents = shadow.getFrameExtents(); -- _shadowMapSize.multiply(shadowFrameExtents); -- _viewportSize.copy(shadow.mapSize); -- if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) { -- if (_shadowMapSize.x > _maxTextureSize) { -- _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x); -+ -+ _shadowMapSize.multiply( shadowFrameExtents ); -+ -+ _viewportSize.copy( shadow.mapSize ); -+ -+ if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { -+ -+ if ( _shadowMapSize.x > _maxTextureSize ) { -+ -+ _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); - _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; - shadow.mapSize.x = _viewportSize.x; -+ - } -- if (_shadowMapSize.y > _maxTextureSize) { -- _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y); -+ -+ if ( _shadowMapSize.y > _maxTextureSize ) { -+ -+ _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); - _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; - shadow.mapSize.y = _viewportSize.y; -+ - } -+ - } -- if (shadow.map === null) { -- const pars = this.type !== VSMShadowMap ? { -- minFilter: NearestFilter, -- magFilter: NearestFilter -- } : {}; -- shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars); -+ -+ if ( shadow.map === null ) { -+ -+ const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {}; -+ -+ shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + '.shadowMap'; -+ - shadow.camera.updateProjectionMatrix(); -+ - } -- _renderer.setRenderTarget(shadow.map); -+ -+ _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); -+ - const viewportCount = shadow.getViewportCount(); -- for (let vp = 0; vp < viewportCount; vp++) { -- const viewport = shadow.getViewport(vp); -- _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w); -- _state.viewport(_viewport); -- shadow.updateMatrices(light, vp); -+ -+ for ( let vp = 0; vp < viewportCount; vp ++ ) { -+ -+ const viewport = shadow.getViewport( vp ); -+ -+ _viewport.set( -+ _viewportSize.x * viewport.x, -+ _viewportSize.y * viewport.y, -+ _viewportSize.x * viewport.z, -+ _viewportSize.y * viewport.w -+ ); -+ -+ _state.viewport( _viewport ); -+ -+ shadow.updateMatrices( light, vp ); -+ - _frustum = shadow.getFrustum(); -- renderObject(scene, camera, shadow.camera, light, this.type); -+ -+ renderObject( scene, camera, shadow.camera, light, this.type ); -+ - } - - // do blur pass for VSM - -- if (shadow.isPointLightShadow !== true && this.type === VSMShadowMap) { -- VSMPass(shadow, camera); -+ if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { -+ -+ VSMPass( shadow, camera ); -+ - } -+ - shadow.needsUpdate = false; -+ - } -+ - scope.needsUpdate = false; -- _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel); -+ -+ _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); -+ - }; -- function VSMPass(shadow, camera) { -- const geometry = _objects.update(fullScreenMesh); -- if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) { -+ -+ function VSMPass( shadow, camera ) { -+ -+ const geometry = _objects.update( fullScreenMesh ); -+ -+ if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { -+ - shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; - shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; -+ - shadowMaterialVertical.needsUpdate = true; - shadowMaterialHorizontal.needsUpdate = true; -+ - } -- if (shadow.mapPass === null) { -- shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y); -+ -+ if ( shadow.mapPass === null ) { -+ -+ shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); -+ - } - - // vertical pass -@@ -13834,209 +21110,358 @@ function WebGLShadowMap(_renderer, _objects, _capabilities) { - shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; - shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; - shadowMaterialVertical.uniforms.radius.value = shadow.radius; -- _renderer.setRenderTarget(shadow.mapPass); -+ _renderer.setRenderTarget( shadow.mapPass ); - _renderer.clear(); -- _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); -+ _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); - - // horizontal pass - - shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; - shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; - shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; -- _renderer.setRenderTarget(shadow.map); -+ _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); -- _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null); -+ _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); -+ - } -- function getDepthMaterial(object, material, light, shadowCameraNear, shadowCameraFar, type) { -+ -+ function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) { -+ - let result = null; -- const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial; -- if (customMaterial !== undefined) { -+ -+ const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; -+ -+ if ( customMaterial !== undefined ) { -+ - result = customMaterial; -+ - } else { -- result = light.isPointLight === true ? _distanceMaterial : _depthMaterial; -- if (_renderer.localClippingEnabled && material.clipShadows === true && Array.isArray(material.clippingPlanes) && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0 || material.map && material.alphaTest > 0) { -+ -+ result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; -+ -+ if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || -+ ( material.displacementMap && material.displacementScale !== 0 ) || -+ ( material.alphaMap && material.alphaTest > 0 ) || -+ ( material.map && material.alphaTest > 0 ) ) { -+ - // in this case we need a unique material instance reflecting the - // appropriate state - -- const keyA = result.uuid, -- keyB = material.uuid; -- let materialsForVariant = _materialCache[keyA]; -- if (materialsForVariant === undefined) { -+ const keyA = result.uuid, keyB = material.uuid; -+ -+ let materialsForVariant = _materialCache[ keyA ]; -+ -+ if ( materialsForVariant === undefined ) { -+ - materialsForVariant = {}; -- _materialCache[keyA] = materialsForVariant; -+ _materialCache[ keyA ] = materialsForVariant; -+ - } -- let cachedMaterial = materialsForVariant[keyB]; -- if (cachedMaterial === undefined) { -+ -+ let cachedMaterial = materialsForVariant[ keyB ]; -+ -+ if ( cachedMaterial === undefined ) { -+ - cachedMaterial = result.clone(); -- materialsForVariant[keyB] = cachedMaterial; -+ materialsForVariant[ keyB ] = cachedMaterial; -+ - } -+ - result = cachedMaterial; -+ - } -+ - } -+ - result.visible = material.visible; - result.wireframe = material.wireframe; -- if (type === VSMShadowMap) { -- result.side = material.shadowSide !== null ? material.shadowSide : material.side; -+ -+ if ( type === VSMShadowMap ) { -+ -+ result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; -+ - } else { -- result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side]; -+ -+ result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; -+ - } -+ - result.alphaMap = material.alphaMap; - result.alphaTest = material.alphaTest; - result.map = material.map; -+ - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; - result.clipIntersection = material.clipIntersection; -+ - result.displacementMap = material.displacementMap; - result.displacementScale = material.displacementScale; - result.displacementBias = material.displacementBias; -+ - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; -- if (light.isPointLight === true && result.isMeshDistanceMaterial === true) { -- result.referencePosition.setFromMatrixPosition(light.matrixWorld); -+ -+ if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { -+ -+ result.referencePosition.setFromMatrixPosition( light.matrixWorld ); - result.nearDistance = shadowCameraNear; - result.farDistance = shadowCameraFar; -+ - } -+ - return result; -+ - } -- function renderObject(object, camera, shadowCamera, light, type) { -- if (object.visible === false) return; -- const visible = object.layers.test(camera.layers); -- if (visible && (object.isMesh || object.isLine || object.isPoints)) { -- if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) { -- object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld); -- const geometry = _objects.update(object); -+ -+ function renderObject( object, camera, shadowCamera, light, type ) { -+ -+ if ( object.visible === false ) return; -+ -+ const visible = object.layers.test( camera.layers ); -+ -+ if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { -+ -+ if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { -+ -+ object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); -+ -+ const geometry = _objects.update( object ); - const material = object.material; -- if (Array.isArray(material)) { -+ -+ if ( Array.isArray( material ) ) { -+ - const groups = geometry.groups; -- for (let k = 0, kl = groups.length; k < kl; k++) { -- const group = groups[k]; -- const groupMaterial = material[group.materialIndex]; -- if (groupMaterial && groupMaterial.visible) { -- const depthMaterial = getDepthMaterial(object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type); -- _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group); -+ -+ for ( let k = 0, kl = groups.length; k < kl; k ++ ) { -+ -+ const group = groups[ k ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ if ( groupMaterial && groupMaterial.visible ) { -+ -+ const depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type ); -+ -+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); -+ - } -+ - } -- } else if (material.visible) { -- const depthMaterial = getDepthMaterial(object, material, light, shadowCamera.near, shadowCamera.far, type); -- _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null); -+ -+ } else if ( material.visible ) { -+ -+ const depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type ); -+ -+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); -+ - } -+ - } -+ - } -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- renderObject(children[i], camera, shadowCamera, light, type); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ renderObject( children[ i ], camera, shadowCamera, light, type ); -+ - } -+ - } -+ - } - --function WebGLState(gl, extensions, capabilities) { -+function WebGLState( gl, extensions, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - function ColorBuffer() { -+ - let locked = false; -+ - const color = new Vector4(); - let currentColorMask = null; -- const currentColorClear = new Vector4(0, 0, 0, 0); -+ const currentColorClear = new Vector4( 0, 0, 0, 0 ); -+ - return { -- setMask: function (colorMask) { -- if (currentColorMask !== colorMask && !locked) { -- gl.colorMask(colorMask, colorMask, colorMask, colorMask); -+ -+ setMask: function ( colorMask ) { -+ -+ if ( currentColorMask !== colorMask && ! locked ) { -+ -+ gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; -+ - } -+ - }, -- setLocked: function (lock) { -+ -+ setLocked: function ( lock ) { -+ - locked = lock; -+ - }, -- setClear: function (r, g, b, a, premultipliedAlpha) { -- if (premultipliedAlpha === true) { -- r *= a; -- g *= a; -- b *= a; -+ -+ setClear: function ( r, g, b, a, premultipliedAlpha ) { -+ -+ if ( premultipliedAlpha === true ) { -+ -+ r *= a; g *= a; b *= a; -+ - } -- color.set(r, g, b, a); -- if (currentColorClear.equals(color) === false) { -- gl.clearColor(r, g, b, a); -- currentColorClear.copy(color); -+ -+ color.set( r, g, b, a ); -+ -+ if ( currentColorClear.equals( color ) === false ) { -+ -+ gl.clearColor( r, g, b, a ); -+ currentColorClear.copy( color ); -+ - } -+ - }, -+ - reset: function () { -+ - locked = false; -+ - currentColorMask = null; -- currentColorClear.set(-1, 0, 0, 0); // set to invalid state -+ currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state -+ - } -+ - }; -+ - } - - function DepthBuffer() { -+ - let locked = false; -+ - let currentDepthMask = null; - let currentDepthFunc = null; - let currentDepthClear = null; -+ - return { -- setTest: function (depthTest) { -- if (depthTest) { -- enable(gl.DEPTH_TEST); -+ -+ setTest: function ( depthTest ) { -+ -+ if ( depthTest ) { -+ -+ enable( gl.DEPTH_TEST ); -+ - } else { -- disable(gl.DEPTH_TEST); -+ -+ disable( gl.DEPTH_TEST ); -+ - } -+ - }, -- setMask: function (depthMask) { -- if (currentDepthMask !== depthMask && !locked) { -- gl.depthMask(depthMask); -+ -+ setMask: function ( depthMask ) { -+ -+ if ( currentDepthMask !== depthMask && ! locked ) { -+ -+ gl.depthMask( depthMask ); - currentDepthMask = depthMask; -+ - } -+ - }, -- setFunc: function (depthFunc) { -- if (currentDepthFunc !== depthFunc) { -- switch (depthFunc) { -+ -+ setFunc: function ( depthFunc ) { -+ -+ if ( currentDepthFunc !== depthFunc ) { -+ -+ switch ( depthFunc ) { -+ - case NeverDepth: -- gl.depthFunc(gl.NEVER); -+ -+ gl.depthFunc( gl.NEVER ); - break; -+ - case AlwaysDepth: -- gl.depthFunc(gl.ALWAYS); -+ -+ gl.depthFunc( gl.ALWAYS ); - break; -+ - case LessDepth: -- gl.depthFunc(gl.LESS); -+ -+ gl.depthFunc( gl.LESS ); - break; -+ - case LessEqualDepth: -- gl.depthFunc(gl.LEQUAL); -+ -+ gl.depthFunc( gl.LEQUAL ); - break; -+ - case EqualDepth: -- gl.depthFunc(gl.EQUAL); -+ -+ gl.depthFunc( gl.EQUAL ); - break; -+ - case GreaterEqualDepth: -- gl.depthFunc(gl.GEQUAL); -+ -+ gl.depthFunc( gl.GEQUAL ); - break; -+ - case GreaterDepth: -- gl.depthFunc(gl.GREATER); -+ -+ gl.depthFunc( gl.GREATER ); - break; -+ - case NotEqualDepth: -- gl.depthFunc(gl.NOTEQUAL); -+ -+ gl.depthFunc( gl.NOTEQUAL ); - break; -+ - default: -- gl.depthFunc(gl.LEQUAL); -+ -+ gl.depthFunc( gl.LEQUAL ); -+ - } -+ - currentDepthFunc = depthFunc; -+ - } -+ - }, -- setLocked: function (lock) { -+ -+ setLocked: function ( lock ) { -+ - locked = lock; -+ - }, -- setClear: function (depth) { -- if (currentDepthClear !== depth) { -- gl.clearDepth(depth); -+ -+ setClear: function ( depth ) { -+ -+ if ( currentDepthClear !== depth ) { -+ -+ gl.clearDepth( depth ); - currentDepthClear = depth; -+ - } -+ - }, -+ - reset: function () { -+ - locked = false; -+ - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; -+ - } -+ - }; -+ - } -+ - function StencilBuffer() { -+ - let locked = false; -+ - let currentStencilMask = null; - let currentStencilFunc = null; - let currentStencilRef = null; -@@ -14045,49 +21470,91 @@ function WebGLState(gl, extensions, capabilities) { - let currentStencilZFail = null; - let currentStencilZPass = null; - let currentStencilClear = null; -+ - return { -- setTest: function (stencilTest) { -- if (!locked) { -- if (stencilTest) { -- enable(gl.STENCIL_TEST); -+ -+ setTest: function ( stencilTest ) { -+ -+ if ( ! locked ) { -+ -+ if ( stencilTest ) { -+ -+ enable( gl.STENCIL_TEST ); -+ - } else { -- disable(gl.STENCIL_TEST); -+ -+ disable( gl.STENCIL_TEST ); -+ - } -+ - } -+ - }, -- setMask: function (stencilMask) { -- if (currentStencilMask !== stencilMask && !locked) { -- gl.stencilMask(stencilMask); -+ -+ setMask: function ( stencilMask ) { -+ -+ if ( currentStencilMask !== stencilMask && ! locked ) { -+ -+ gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; -+ - } -+ - }, -- setFunc: function (stencilFunc, stencilRef, stencilMask) { -- if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) { -- gl.stencilFunc(stencilFunc, stencilRef, stencilMask); -+ -+ setFunc: function ( stencilFunc, stencilRef, stencilMask ) { -+ -+ if ( currentStencilFunc !== stencilFunc || -+ currentStencilRef !== stencilRef || -+ currentStencilFuncMask !== stencilMask ) { -+ -+ gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); -+ - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; -+ - } -+ - }, -- setOp: function (stencilFail, stencilZFail, stencilZPass) { -- if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) { -- gl.stencilOp(stencilFail, stencilZFail, stencilZPass); -+ -+ setOp: function ( stencilFail, stencilZFail, stencilZPass ) { -+ -+ if ( currentStencilFail !== stencilFail || -+ currentStencilZFail !== stencilZFail || -+ currentStencilZPass !== stencilZPass ) { -+ -+ gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); -+ - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; -+ - } -+ - }, -- setLocked: function (lock) { -+ -+ setLocked: function ( lock ) { -+ - locked = lock; -+ - }, -- setClear: function (stencil) { -- if (currentStencilClear !== stencil) { -- gl.clearStencil(stencil); -+ -+ setClear: function ( stencil ) { -+ -+ if ( currentStencilClear !== stencil ) { -+ -+ gl.clearStencil( stencil ); - currentStencilClear = stencil; -+ - } -+ - }, -+ - reset: function () { -+ - locked = false; -+ - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; -@@ -14096,8 +21563,11 @@ function WebGLState(gl, extensions, capabilities) { - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; -+ - } -+ - }; -+ - } - - // -@@ -14105,13 +21575,18 @@ function WebGLState(gl, extensions, capabilities) { - const colorBuffer = new ColorBuffer(); - const depthBuffer = new DepthBuffer(); - const stencilBuffer = new StencilBuffer(); -+ - const uboBindings = new WeakMap(); - const uboProgramMap = new WeakMap(); -+ - let enabledCapabilities = {}; -+ - let currentBoundFramebuffers = {}; - let currentDrawbuffers = new WeakMap(); - let defaultDrawbuffers = []; -+ - let currentProgram = null; -+ - let currentBlendingEnabled = false; - let currentBlending = null; - let currentBlendEquation = null; -@@ -14121,225 +21596,369 @@ function WebGLState(gl, extensions, capabilities) { - let currentBlendSrcAlpha = null; - let currentBlendDstAlpha = null; - let currentPremultipledAlpha = false; -+ - let currentFlipSided = null; - let currentCullFace = null; -+ - let currentLineWidth = null; -+ - let currentPolygonOffsetFactor = null; - let currentPolygonOffsetUnits = null; -- const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS); -+ -+ const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); -+ - let lineWidthAvailable = false; - let version = 0; -- const glVersion = gl.getParameter(gl.VERSION); -- if (glVersion.indexOf('WebGL') !== -1) { -- version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]); -- lineWidthAvailable = version >= 1.0; -- } else if (glVersion.indexOf('OpenGL ES') !== -1) { -- version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]); -- lineWidthAvailable = version >= 2.0; -+ const glVersion = gl.getParameter( gl.VERSION ); -+ -+ if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { -+ -+ version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); -+ lineWidthAvailable = ( version >= 1.0 ); -+ -+ } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { -+ -+ version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); -+ lineWidthAvailable = ( version >= 2.0 ); -+ - } -+ - let currentTextureSlot = null; - let currentBoundTextures = {}; -- const scissorParam = gl.getParameter(gl.SCISSOR_BOX); -- const viewportParam = gl.getParameter(gl.VIEWPORT); -- const currentScissor = new Vector4().fromArray(scissorParam); -- const currentViewport = new Vector4().fromArray(viewportParam); -- function createTexture(type, target, count) { -- const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4. -+ -+ const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); -+ const viewportParam = gl.getParameter( gl.VIEWPORT ); -+ -+ const currentScissor = new Vector4().fromArray( scissorParam ); -+ const currentViewport = new Vector4().fromArray( viewportParam ); -+ -+ function createTexture( type, target, count ) { -+ -+ const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - const texture = gl.createTexture(); -- gl.bindTexture(type, texture); -- gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST); -- gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST); -- for (let i = 0; i < count; i++) { -- gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); -+ -+ gl.bindTexture( type, texture ); -+ gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); -+ gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); -+ -+ for ( let i = 0; i < count; i ++ ) { -+ -+ gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); -+ - } -+ - return texture; -+ - } -+ - const emptyTextures = {}; -- emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1); -- emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6); -+ emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); -+ emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); - - // init - -- colorBuffer.setClear(0, 0, 0, 1); -- depthBuffer.setClear(1); -- stencilBuffer.setClear(0); -- enable(gl.DEPTH_TEST); -- depthBuffer.setFunc(LessEqualDepth); -- setFlipSided(false); -- setCullFace(CullFaceBack); -- enable(gl.CULL_FACE); -- setBlending(NoBlending); -+ colorBuffer.setClear( 0, 0, 0, 1 ); -+ depthBuffer.setClear( 1 ); -+ stencilBuffer.setClear( 0 ); -+ -+ enable( gl.DEPTH_TEST ); -+ depthBuffer.setFunc( LessEqualDepth ); -+ -+ setFlipSided( false ); -+ setCullFace( CullFaceBack ); -+ enable( gl.CULL_FACE ); -+ -+ setBlending( NoBlending ); - - // - -- function enable(id) { -- if (enabledCapabilities[id] !== true) { -- gl.enable(id); -- enabledCapabilities[id] = true; -+ function enable( id ) { -+ -+ if ( enabledCapabilities[ id ] !== true ) { -+ -+ gl.enable( id ); -+ enabledCapabilities[ id ] = true; -+ - } -+ - } -- function disable(id) { -- if (enabledCapabilities[id] !== false) { -- gl.disable(id); -- enabledCapabilities[id] = false; -+ -+ function disable( id ) { -+ -+ if ( enabledCapabilities[ id ] !== false ) { -+ -+ gl.disable( id ); -+ enabledCapabilities[ id ] = false; -+ - } -+ - } -- function bindFramebuffer(target, framebuffer) { -- if (currentBoundFramebuffers[target] !== framebuffer) { -- gl.bindFramebuffer(target, framebuffer); -- currentBoundFramebuffers[target] = framebuffer; -- if (isWebGL2) { -+ -+ function bindFramebuffer( target, framebuffer ) { -+ -+ if ( currentBoundFramebuffers[ target ] !== framebuffer ) { -+ -+ gl.bindFramebuffer( target, framebuffer ); -+ -+ currentBoundFramebuffers[ target ] = framebuffer; -+ -+ if ( isWebGL2 ) { -+ - // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER - -- if (target === gl.DRAW_FRAMEBUFFER) { -- currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer; -+ if ( target === gl.DRAW_FRAMEBUFFER ) { -+ -+ currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; -+ - } -- if (target === gl.FRAMEBUFFER) { -- currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer; -+ -+ if ( target === gl.FRAMEBUFFER ) { -+ -+ currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; -+ - } -+ - } -+ - return true; -+ - } -+ - return false; -+ - } -- function drawBuffers(renderTarget, framebuffer) { -+ -+ function drawBuffers( renderTarget, framebuffer ) { -+ - let drawBuffers = defaultDrawbuffers; -+ - let needsUpdate = false; -- if (renderTarget) { -- drawBuffers = currentDrawbuffers.get(framebuffer); -- if (drawBuffers === undefined) { -+ -+ if ( renderTarget ) { -+ -+ drawBuffers = currentDrawbuffers.get( framebuffer ); -+ -+ if ( drawBuffers === undefined ) { -+ - drawBuffers = []; -- currentDrawbuffers.set(framebuffer, drawBuffers); -+ currentDrawbuffers.set( framebuffer, drawBuffers ); -+ - } -- if (renderTarget.isWebGLMultipleRenderTargets) { -+ -+ if ( renderTarget.isWebGLMultipleRenderTargets ) { -+ - const textures = renderTarget.texture; -- if (drawBuffers.length !== textures.length || drawBuffers[0] !== gl.COLOR_ATTACHMENT0) { -- for (let i = 0, il = textures.length; i < il; i++) { -- drawBuffers[i] = gl.COLOR_ATTACHMENT0 + i; -+ -+ if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; -+ - } -+ - drawBuffers.length = textures.length; -+ - needsUpdate = true; -+ - } -+ - } else { -- if (drawBuffers[0] !== gl.COLOR_ATTACHMENT0) { -- drawBuffers[0] = gl.COLOR_ATTACHMENT0; -+ -+ if ( drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { -+ -+ drawBuffers[ 0 ] = gl.COLOR_ATTACHMENT0; -+ - needsUpdate = true; -+ - } -+ - } -+ - } else { -- if (drawBuffers[0] !== gl.BACK) { -- drawBuffers[0] = gl.BACK; -+ -+ if ( drawBuffers[ 0 ] !== gl.BACK ) { -+ -+ drawBuffers[ 0 ] = gl.BACK; -+ - needsUpdate = true; -+ - } -+ - } -- if (needsUpdate) { -- if (capabilities.isWebGL2) { -- gl.drawBuffers(drawBuffers); -+ -+ if ( needsUpdate ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ -+ gl.drawBuffers( drawBuffers ); -+ - } else { -- extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(drawBuffers); -+ -+ extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers ); -+ - } -+ - } -+ -+ - } -- function useProgram(program) { -- if (currentProgram !== program) { -- gl.useProgram(program); -+ -+ function useProgram( program ) { -+ -+ if ( currentProgram !== program ) { -+ -+ gl.useProgram( program ); -+ - currentProgram = program; -+ - return true; -+ - } -+ - return false; -+ - } -+ - const equationToGL = { -- [AddEquation]: gl.FUNC_ADD, -- [SubtractEquation]: gl.FUNC_SUBTRACT, -- [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT -+ [ AddEquation ]: gl.FUNC_ADD, -+ [ SubtractEquation ]: gl.FUNC_SUBTRACT, -+ [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT - }; -- if (isWebGL2) { -- equationToGL[MinEquation] = gl.MIN; -- equationToGL[MaxEquation] = gl.MAX; -+ -+ if ( isWebGL2 ) { -+ -+ equationToGL[ MinEquation ] = gl.MIN; -+ equationToGL[ MaxEquation ] = gl.MAX; -+ - } else { -- const extension = extensions.get('EXT_blend_minmax'); -- if (extension !== null) { -- equationToGL[MinEquation] = extension.MIN_EXT; -- equationToGL[MaxEquation] = extension.MAX_EXT; -+ -+ const extension = extensions.get( 'EXT_blend_minmax' ); -+ -+ if ( extension !== null ) { -+ -+ equationToGL[ MinEquation ] = extension.MIN_EXT; -+ equationToGL[ MaxEquation ] = extension.MAX_EXT; -+ - } -+ - } -+ - const factorToGL = { -- [ZeroFactor]: gl.ZERO, -- [OneFactor]: gl.ONE, -- [SrcColorFactor]: gl.SRC_COLOR, -- [SrcAlphaFactor]: gl.SRC_ALPHA, -- [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE, -- [DstColorFactor]: gl.DST_COLOR, -- [DstAlphaFactor]: gl.DST_ALPHA, -- [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR, -- [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA, -- [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR, -- [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA -+ [ ZeroFactor ]: gl.ZERO, -+ [ OneFactor ]: gl.ONE, -+ [ SrcColorFactor ]: gl.SRC_COLOR, -+ [ SrcAlphaFactor ]: gl.SRC_ALPHA, -+ [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, -+ [ DstColorFactor ]: gl.DST_COLOR, -+ [ DstAlphaFactor ]: gl.DST_ALPHA, -+ [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, -+ [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, -+ [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, -+ [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA - }; -- function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) { -- if (blending === NoBlending) { -- if (currentBlendingEnabled === true) { -- disable(gl.BLEND); -+ -+ function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { -+ -+ if ( blending === NoBlending ) { -+ -+ if ( currentBlendingEnabled === true ) { -+ -+ disable( gl.BLEND ); - currentBlendingEnabled = false; -+ - } -+ - return; -+ - } -- if (currentBlendingEnabled === false) { -- enable(gl.BLEND); -+ -+ if ( currentBlendingEnabled === false ) { -+ -+ enable( gl.BLEND ); - currentBlendingEnabled = true; -+ - } -- if (blending !== CustomBlending) { -- if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) { -- if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) { -- gl.blendEquation(gl.FUNC_ADD); -+ -+ if ( blending !== CustomBlending ) { -+ -+ if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { -+ -+ if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { -+ -+ gl.blendEquation( gl.FUNC_ADD ); -+ - currentBlendEquation = AddEquation; - currentBlendEquationAlpha = AddEquation; -+ - } -- if (premultipliedAlpha) { -- switch (blending) { -+ -+ if ( premultipliedAlpha ) { -+ -+ switch ( blending ) { -+ - case NormalBlending: -- gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); -+ gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - break; -+ - case AdditiveBlending: -- gl.blendFunc(gl.ONE, gl.ONE); -+ gl.blendFunc( gl.ONE, gl.ONE ); - break; -+ - case SubtractiveBlending: -- gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE); -+ gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); - break; -+ - case MultiplyBlending: -- gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA); -+ gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); - break; -+ - default: -- console.error('THREE.WebGLState: Invalid blending: ', blending); -+ console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; -+ - } -+ - } else { -- switch (blending) { -+ -+ switch ( blending ) { -+ - case NormalBlending: -- gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); -+ gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - break; -+ - case AdditiveBlending: -- gl.blendFunc(gl.SRC_ALPHA, gl.ONE); -+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); - break; -+ - case SubtractiveBlending: -- gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE); -+ gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); - break; -+ - case MultiplyBlending: -- gl.blendFunc(gl.ZERO, gl.SRC_COLOR); -+ gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - break; -+ - default: -- console.error('THREE.WebGLState: Invalid blending: ', blending); -+ console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; -+ - } -+ - } -+ - currentBlendSrc = null; - currentBlendDst = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; -+ - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; -+ - } -+ - return; -+ - } - - // custom blending -@@ -14347,294 +21966,518 @@ function WebGLState(gl, extensions, capabilities) { - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; -- if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) { -- gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]); -+ -+ if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { -+ -+ gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); -+ - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; -+ - } -- if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) { -- gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]); -+ -+ if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { -+ -+ gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); -+ - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; -+ - } -+ - currentBlending = blending; - currentPremultipledAlpha = false; -+ - } -- function setMaterial(material, frontFaceCW) { -- material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE); -- let flipSided = material.side === BackSide; -- if (frontFaceCW) flipSided = !flipSided; -- setFlipSided(flipSided); -- material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha); -- depthBuffer.setFunc(material.depthFunc); -- depthBuffer.setTest(material.depthTest); -- depthBuffer.setMask(material.depthWrite); -- colorBuffer.setMask(material.colorWrite); -+ -+ function setMaterial( material, frontFaceCW ) { -+ -+ material.side === DoubleSide -+ ? disable( gl.CULL_FACE ) -+ : enable( gl.CULL_FACE ); -+ -+ let flipSided = ( material.side === BackSide ); -+ if ( frontFaceCW ) flipSided = ! flipSided; -+ -+ setFlipSided( flipSided ); -+ -+ ( material.blending === NormalBlending && material.transparent === false ) -+ ? setBlending( NoBlending ) -+ : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); -+ -+ depthBuffer.setFunc( material.depthFunc ); -+ depthBuffer.setTest( material.depthTest ); -+ depthBuffer.setMask( material.depthWrite ); -+ colorBuffer.setMask( material.colorWrite ); -+ - const stencilWrite = material.stencilWrite; -- stencilBuffer.setTest(stencilWrite); -- if (stencilWrite) { -- stencilBuffer.setMask(material.stencilWriteMask); -- stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask); -- stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass); -+ stencilBuffer.setTest( stencilWrite ); -+ if ( stencilWrite ) { -+ -+ stencilBuffer.setMask( material.stencilWriteMask ); -+ stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); -+ stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); -+ - } -- setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits); -- material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE); -+ -+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); -+ -+ material.alphaToCoverage === true -+ ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) -+ : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); -+ - } - - // - -- function setFlipSided(flipSided) { -- if (currentFlipSided !== flipSided) { -- if (flipSided) { -- gl.frontFace(gl.CW); -+ function setFlipSided( flipSided ) { -+ -+ if ( currentFlipSided !== flipSided ) { -+ -+ if ( flipSided ) { -+ -+ gl.frontFace( gl.CW ); -+ - } else { -- gl.frontFace(gl.CCW); -+ -+ gl.frontFace( gl.CCW ); -+ - } -+ - currentFlipSided = flipSided; -+ - } -+ - } -- function setCullFace(cullFace) { -- if (cullFace !== CullFaceNone) { -- enable(gl.CULL_FACE); -- if (cullFace !== currentCullFace) { -- if (cullFace === CullFaceBack) { -- gl.cullFace(gl.BACK); -- } else if (cullFace === CullFaceFront) { -- gl.cullFace(gl.FRONT); -+ -+ function setCullFace( cullFace ) { -+ -+ if ( cullFace !== CullFaceNone ) { -+ -+ enable( gl.CULL_FACE ); -+ -+ if ( cullFace !== currentCullFace ) { -+ -+ if ( cullFace === CullFaceBack ) { -+ -+ gl.cullFace( gl.BACK ); -+ -+ } else if ( cullFace === CullFaceFront ) { -+ -+ gl.cullFace( gl.FRONT ); -+ - } else { -- gl.cullFace(gl.FRONT_AND_BACK); -+ -+ gl.cullFace( gl.FRONT_AND_BACK ); -+ - } -+ - } -+ - } else { -- disable(gl.CULL_FACE); -+ -+ disable( gl.CULL_FACE ); -+ - } -+ - currentCullFace = cullFace; -+ - } -- function setLineWidth(width) { -- if (width !== currentLineWidth) { -- if (lineWidthAvailable) gl.lineWidth(width); -+ -+ function setLineWidth( width ) { -+ -+ if ( width !== currentLineWidth ) { -+ -+ if ( lineWidthAvailable ) gl.lineWidth( width ); -+ - currentLineWidth = width; -+ - } -+ - } -- function setPolygonOffset(polygonOffset, factor, units) { -- if (polygonOffset) { -- enable(gl.POLYGON_OFFSET_FILL); -- if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) { -- gl.polygonOffset(factor, units); -+ -+ function setPolygonOffset( polygonOffset, factor, units ) { -+ -+ if ( polygonOffset ) { -+ -+ enable( gl.POLYGON_OFFSET_FILL ); -+ -+ if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { -+ -+ gl.polygonOffset( factor, units ); -+ - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; -+ - } -+ - } else { -- disable(gl.POLYGON_OFFSET_FILL); -+ -+ disable( gl.POLYGON_OFFSET_FILL ); -+ - } -+ - } -- function setScissorTest(scissorTest) { -- if (scissorTest) { -- enable(gl.SCISSOR_TEST); -+ -+ function setScissorTest( scissorTest ) { -+ -+ if ( scissorTest ) { -+ -+ enable( gl.SCISSOR_TEST ); -+ - } else { -- disable(gl.SCISSOR_TEST); -+ -+ disable( gl.SCISSOR_TEST ); -+ - } -+ - } - - // texture - -- function activeTexture(webglSlot) { -- if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1; -- if (currentTextureSlot !== webglSlot) { -- gl.activeTexture(webglSlot); -+ function activeTexture( webglSlot ) { -+ -+ if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; -+ -+ if ( currentTextureSlot !== webglSlot ) { -+ -+ gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; -+ - } -+ - } -- function bindTexture(webglType, webglTexture, webglSlot) { -- if (webglSlot === undefined) { -- if (currentTextureSlot === null) { -+ -+ function bindTexture( webglType, webglTexture, webglSlot ) { -+ -+ if ( webglSlot === undefined ) { -+ -+ if ( currentTextureSlot === null ) { -+ - webglSlot = gl.TEXTURE0 + maxTextures - 1; -+ - } else { -+ - webglSlot = currentTextureSlot; -+ - } -+ - } -- let boundTexture = currentBoundTextures[webglSlot]; -- if (boundTexture === undefined) { -- boundTexture = { -- type: undefined, -- texture: undefined -- }; -- currentBoundTextures[webglSlot] = boundTexture; -+ -+ let boundTexture = currentBoundTextures[ webglSlot ]; -+ -+ if ( boundTexture === undefined ) { -+ -+ boundTexture = { type: undefined, texture: undefined }; -+ currentBoundTextures[ webglSlot ] = boundTexture; -+ - } -- if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) { -- if (currentTextureSlot !== webglSlot) { -- gl.activeTexture(webglSlot); -+ -+ if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { -+ -+ if ( currentTextureSlot !== webglSlot ) { -+ -+ gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; -+ - } -- gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]); -+ -+ gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); -+ - boundTexture.type = webglType; - boundTexture.texture = webglTexture; -+ - } -+ - } -+ - function unbindTexture() { -- const boundTexture = currentBoundTextures[currentTextureSlot]; -- if (boundTexture !== undefined && boundTexture.type !== undefined) { -- gl.bindTexture(boundTexture.type, null); -+ -+ const boundTexture = currentBoundTextures[ currentTextureSlot ]; -+ -+ if ( boundTexture !== undefined && boundTexture.type !== undefined ) { -+ -+ gl.bindTexture( boundTexture.type, null ); -+ - boundTexture.type = undefined; - boundTexture.texture = undefined; -+ - } -+ - } -+ - function compressedTexImage2D() { -+ - try { -- gl.compressedTexImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -- } -- } -- function compressedTexImage3D() { -+ -+ gl.compressedTexImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ -+ } -+ -+ } -+ -+ function compressedTexImage3D() { -+ - try { -- gl.compressedTexImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.compressedTexImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texSubImage2D() { -+ - try { -- gl.texSubImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texSubImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texSubImage3D() { -+ - try { -- gl.texSubImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texSubImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function compressedTexSubImage2D() { -+ - try { -- gl.compressedTexSubImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.compressedTexSubImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function compressedTexSubImage3D() { -+ - try { -- gl.compressedTexSubImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.compressedTexSubImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texStorage2D() { -+ - try { -- gl.texStorage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texStorage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texStorage3D() { -+ - try { -- gl.texStorage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texStorage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texImage2D() { -+ - try { -- gl.texImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texImage3D() { -+ - try { -- gl.texImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } - - // - -- function scissor(scissor) { -- if (currentScissor.equals(scissor) === false) { -- gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w); -- currentScissor.copy(scissor); -+ function scissor( scissor ) { -+ -+ if ( currentScissor.equals( scissor ) === false ) { -+ -+ gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); -+ currentScissor.copy( scissor ); -+ - } -+ - } -- function viewport(viewport) { -- if (currentViewport.equals(viewport) === false) { -- gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w); -- currentViewport.copy(viewport); -+ -+ function viewport( viewport ) { -+ -+ if ( currentViewport.equals( viewport ) === false ) { -+ -+ gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); -+ currentViewport.copy( viewport ); -+ - } -+ - } -- function updateUBOMapping(uniformsGroup, program) { -- let mapping = uboProgramMap.get(program); -- if (mapping === undefined) { -+ -+ function updateUBOMapping( uniformsGroup, program ) { -+ -+ let mapping = uboProgramMap.get( program ); -+ -+ if ( mapping === undefined ) { -+ - mapping = new WeakMap(); -- uboProgramMap.set(program, mapping); -+ -+ uboProgramMap.set( program, mapping ); -+ - } -- let blockIndex = mapping.get(uniformsGroup); -- if (blockIndex === undefined) { -- blockIndex = gl.getUniformBlockIndex(program, uniformsGroup.name); -- mapping.set(uniformsGroup, blockIndex); -+ -+ let blockIndex = mapping.get( uniformsGroup ); -+ -+ if ( blockIndex === undefined ) { -+ -+ blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); -+ -+ mapping.set( uniformsGroup, blockIndex ); -+ - } -+ - } -- function uniformBlockBinding(uniformsGroup, program) { -- const mapping = uboProgramMap.get(program); -- const blockIndex = mapping.get(uniformsGroup); -- if (uboBindings.get(program) !== blockIndex) { -+ -+ function uniformBlockBinding( uniformsGroup, program ) { -+ -+ const mapping = uboProgramMap.get( program ); -+ const blockIndex = mapping.get( uniformsGroup ); -+ -+ if ( uboBindings.get( program ) !== blockIndex ) { -+ - // bind shader specific block index to global block point -- gl.uniformBlockBinding(program, blockIndex, uniformsGroup.__bindingPointIndex); -- uboBindings.set(program, blockIndex); -+ gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); -+ -+ uboBindings.set( program, blockIndex ); -+ - } -+ - } - - // - - function reset() { -+ - // reset state - -- gl.disable(gl.BLEND); -- gl.disable(gl.CULL_FACE); -- gl.disable(gl.DEPTH_TEST); -- gl.disable(gl.POLYGON_OFFSET_FILL); -- gl.disable(gl.SCISSOR_TEST); -- gl.disable(gl.STENCIL_TEST); -- gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE); -- gl.blendEquation(gl.FUNC_ADD); -- gl.blendFunc(gl.ONE, gl.ZERO); -- gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO); -- gl.colorMask(true, true, true, true); -- gl.clearColor(0, 0, 0, 0); -- gl.depthMask(true); -- gl.depthFunc(gl.LESS); -- gl.clearDepth(1); -- gl.stencilMask(0xffffffff); -- gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff); -- gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); -- gl.clearStencil(0); -- gl.cullFace(gl.BACK); -- gl.frontFace(gl.CCW); -- gl.polygonOffset(0, 0); -- gl.activeTexture(gl.TEXTURE0); -- gl.bindFramebuffer(gl.FRAMEBUFFER, null); -- if (isWebGL2 === true) { -- gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); -- gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null); -- } -- gl.useProgram(null); -- gl.lineWidth(1); -- gl.scissor(0, 0, gl.canvas.width, gl.canvas.height); -- gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); -+ gl.disable( gl.BLEND ); -+ gl.disable( gl.CULL_FACE ); -+ gl.disable( gl.DEPTH_TEST ); -+ gl.disable( gl.POLYGON_OFFSET_FILL ); -+ gl.disable( gl.SCISSOR_TEST ); -+ gl.disable( gl.STENCIL_TEST ); -+ gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); -+ -+ gl.blendEquation( gl.FUNC_ADD ); -+ gl.blendFunc( gl.ONE, gl.ZERO ); -+ gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); -+ -+ gl.colorMask( true, true, true, true ); -+ gl.clearColor( 0, 0, 0, 0 ); -+ -+ gl.depthMask( true ); -+ gl.depthFunc( gl.LESS ); -+ gl.clearDepth( 1 ); -+ -+ gl.stencilMask( 0xffffffff ); -+ gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); -+ gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); -+ gl.clearStencil( 0 ); -+ -+ gl.cullFace( gl.BACK ); -+ gl.frontFace( gl.CCW ); -+ -+ gl.polygonOffset( 0, 0 ); -+ -+ gl.activeTexture( gl.TEXTURE0 ); -+ -+ gl.bindFramebuffer( gl.FRAMEBUFFER, null ); -+ -+ if ( isWebGL2 === true ) { -+ -+ gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); -+ gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); -+ -+ } -+ -+ gl.useProgram( null ); -+ -+ gl.lineWidth( 1 ); -+ -+ gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); -+ gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); - - // reset internals - - enabledCapabilities = {}; -+ - currentTextureSlot = null; - currentBoundTextures = {}; -+ - currentBoundFramebuffers = {}; - currentDrawbuffers = new WeakMap(); - defaultDrawbuffers = []; -+ - currentProgram = null; -+ - currentBlendingEnabled = false; - currentBlending = null; - currentBlendEquation = null; -@@ -14644,35 +22487,51 @@ function WebGLState(gl, extensions, capabilities) { - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - currentPremultipledAlpha = false; -+ - currentFlipSided = null; - currentCullFace = null; -+ - currentLineWidth = null; -+ - currentPolygonOffsetFactor = null; - currentPolygonOffsetUnits = null; -- currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height); -- currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height); -+ -+ currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); -+ currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); -+ - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); -+ - } -+ - return { -+ - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, -+ - enable: enable, - disable: disable, -+ - bindFramebuffer: bindFramebuffer, - drawBuffers: drawBuffers, -+ - useProgram: useProgram, -+ - setBlending: setBlending, - setMaterial: setMaterial, -+ - setFlipSided: setFlipSided, - setCullFace: setCullFace, -+ - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, -+ - setScissorTest: setScissorTest, -+ - activeTexture: activeTexture, - bindTexture: bindTexture, - unbindTexture: unbindTexture, -@@ -14680,491 +22539,829 @@ function WebGLState(gl, extensions, capabilities) { - compressedTexImage3D: compressedTexImage3D, - texImage2D: texImage2D, - texImage3D: texImage3D, -+ - updateUBOMapping: updateUBOMapping, - uniformBlockBinding: uniformBlockBinding, -+ - texStorage2D: texStorage2D, - texStorage3D: texStorage3D, - texSubImage2D: texSubImage2D, - texSubImage3D: texSubImage3D, - compressedTexSubImage2D: compressedTexSubImage2D, - compressedTexSubImage3D: compressedTexSubImage3D, -+ - scissor: scissor, - viewport: viewport, -+ - reset: reset -+ - }; -+ - } - --function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) { -+function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { -+ - const isWebGL2 = capabilities.isWebGL2; - const maxTextures = capabilities.maxTextures; - const maxCubemapSize = capabilities.maxCubemapSize; - const maxTextureSize = capabilities.maxTextureSize; - const maxSamples = capabilities.maxSamples; -- const multisampledRTTExt = extensions.has('WEBGL_multisampled_render_to_texture') ? extensions.get('WEBGL_multisampled_render_to_texture') : null; -- const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test(navigator.userAgent); -+ const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; -+ const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); -+ const multiviewExt = extensions.has( 'OCULUS_multiview' ) ? extensions.get( 'OCULUS_multiview' ) : null; -+ - const _videoTextures = new WeakMap(); - let _canvas; -+ - const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source - -+ let _deferredUploads = []; -+ - // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, - // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! - // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). - - let useOffscreenCanvas = false; -+ - try { -+ - useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' -- // eslint-disable-next-line compat/compat -- && new OffscreenCanvas(1, 1).getContext('2d') !== null; -- } catch (err) { -+ // eslint-disable-next-line compat/compat -+ && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; -+ -+ } catch ( err ) { - - // Ignore any errors -+ - } -- function createCanvas(width, height) { -+ -+ function createCanvas( width, height ) { -+ - // Use OffscreenCanvas when available. Specially needed in web workers - - return useOffscreenCanvas ? -- // eslint-disable-next-line compat/compat -- new OffscreenCanvas(width, height) : createElementNS('canvas'); -+ // eslint-disable-next-line compat/compat -+ new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); -+ - } -- function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) { -+ -+ function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { -+ - let scale = 1; - - // handle case if texture exceeds max size - -- if (image.width > maxSize || image.height > maxSize) { -- scale = maxSize / Math.max(image.width, image.height); -+ if ( image.width > maxSize || image.height > maxSize ) { -+ -+ scale = maxSize / Math.max( image.width, image.height ); -+ - } - - // only perform resize if necessary - -- if (scale < 1 || needsPowerOfTwo === true) { -+ if ( scale < 1 || needsPowerOfTwo === true ) { -+ - // only perform resize for certain image types - -- if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { -+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || -+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || -+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { -+ - const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor; -- const width = floor(scale * image.width); -- const height = floor(scale * image.height); -- if (_canvas === undefined) _canvas = createCanvas(width, height); -+ -+ const width = floor( scale * image.width ); -+ const height = floor( scale * image.height ); -+ -+ if ( _canvas === undefined ) _canvas = createCanvas( width, height ); - - // cube textures can't reuse the same canvas - -- const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas; -+ const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; -+ - canvas.width = width; - canvas.height = height; -- const context = canvas.getContext('2d'); -- context.drawImage(image, 0, 0, width, height); -- console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').'); -+ -+ const context = canvas.getContext( '2d' ); -+ context.drawImage( image, 0, 0, width, height ); -+ -+ console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); -+ - return canvas; -+ - } else { -- if ('data' in image) { -- console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').'); -+ -+ if ( 'data' in image ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); -+ - } -+ - return image; -+ - } -+ - } -+ - return image; -+ - } -- function isPowerOfTwo$1(image) { -- return isPowerOfTwo(image.width) && isPowerOfTwo(image.height); -+ -+ function isPowerOfTwo$1( image ) { -+ -+ return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ); -+ - } -- function textureNeedsPowerOfTwo(texture) { -- if (isWebGL2) return false; -- return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; -+ -+ function textureNeedsPowerOfTwo( texture ) { -+ -+ if ( isWebGL2 ) return false; -+ -+ return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || -+ ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); -+ - } -- function textureNeedsGenerateMipmaps(texture, supportsMips) { -- return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; -+ -+ function textureNeedsGenerateMipmaps( texture, supportsMips ) { -+ -+ return texture.generateMipmaps && supportsMips && -+ texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; -+ - } -- function generateMipmap(target) { -- _gl.generateMipmap(target); -+ -+ function generateMipmap( target ) { -+ -+ _gl.generateMipmap( target ); -+ - } -- function getInternalFormat(internalFormatName, glFormat, glType, encoding, forceLinearEncoding = false) { -- if (isWebGL2 === false) return glFormat; -- if (internalFormatName !== null) { -- if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName]; -- console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\''); -+ -+ function getInternalFormat( internalFormatName, glFormat, glType, encoding, forceLinearEncoding = false ) { -+ -+ if ( isWebGL2 === false ) return glFormat; -+ -+ if ( internalFormatName !== null ) { -+ -+ if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); -+ - } -+ - let internalFormat = glFormat; -- if (glFormat === _gl.RED) { -- if (glType === _gl.FLOAT) internalFormat = _gl.R32F; -- if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F; -- if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8; -- } -- if (glFormat === _gl.RG) { -- if (glType === _gl.FLOAT) internalFormat = _gl.RG32F; -- if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RG16F; -- if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RG8; -- } -- if (glFormat === _gl.RGBA) { -- if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F; -- if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F; -- if (glType === _gl.UNSIGNED_BYTE) internalFormat = encoding === sRGBEncoding && forceLinearEncoding === false ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; -- if (glType === _gl.UNSIGNED_SHORT_4_4_4_4) internalFormat = _gl.RGBA4; -- if (glType === _gl.UNSIGNED_SHORT_5_5_5_1) internalFormat = _gl.RGB5_A1; -- } -- if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) { -- extensions.get('EXT_color_buffer_float'); -+ -+ if ( glFormat === _gl.RED ) { -+ -+ if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F; -+ if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F; -+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8; -+ -+ } -+ -+ if ( glFormat === _gl.RG ) { -+ -+ if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; -+ if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; -+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; -+ -+ } -+ -+ if ( glFormat === _gl.RGBA ) { -+ -+ if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; -+ if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; -+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( encoding === sRGBEncoding && forceLinearEncoding === false ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; -+ if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; -+ if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; -+ -+ } -+ -+ if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || -+ internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || -+ internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { -+ -+ extensions.get( 'EXT_color_buffer_float' ); -+ - } -+ - return internalFormat; -+ - } -- function getMipLevels(texture, image, supportsMips) { -- if (textureNeedsGenerateMipmaps(texture, supportsMips) === true || texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) { -- return Math.log2(Math.max(image.width, image.height)) + 1; -- } else if (texture.mipmaps !== undefined && texture.mipmaps.length > 0) { -+ -+ function getMipLevels( texture, image, supportsMips ) { -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { -+ -+ return Math.log2( Math.max( image.width, image.height ) ) + 1; -+ -+ } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { -+ - // user-defined mipmaps - - return texture.mipmaps.length; -- } else if (texture.isCompressedTexture && Array.isArray(texture.image)) { -+ -+ } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { -+ - return image.mipmaps.length; -+ - } else { -+ - // texture without mipmaps (only base level) - - return 1; -+ - } -+ - } - - // Fallback filters for non-power-of-2 textures - -- function filterFallback(f) { -- if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) { -+ function filterFallback( f ) { -+ -+ if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { -+ - return _gl.NEAREST; -+ - } -+ - return _gl.LINEAR; -+ - } - - // - -- function onTextureDispose(event) { -+ function onTextureDispose( event ) { -+ - const texture = event.target; -- texture.removeEventListener('dispose', onTextureDispose); -- deallocateTexture(texture); -- if (texture.isVideoTexture) { -- _videoTextures.delete(texture); -+ -+ texture.removeEventListener( 'dispose', onTextureDispose ); -+ -+ deallocateTexture( texture ); -+ -+ if ( texture.isVideoTexture ) { -+ -+ _videoTextures.delete( texture ); -+ - } -+ - } -- function onRenderTargetDispose(event) { -+ -+ function onRenderTargetDispose( event ) { -+ - const renderTarget = event.target; -- renderTarget.removeEventListener('dispose', onRenderTargetDispose); -- deallocateRenderTarget(renderTarget); -+ -+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); -+ -+ deallocateRenderTarget( renderTarget ); -+ - } - - // - -- function deallocateTexture(texture) { -- const textureProperties = properties.get(texture); -- if (textureProperties.__webglInit === undefined) return; -+ function deallocateTexture( texture ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( textureProperties.__webglInit === undefined ) return; - - // check if it's necessary to remove the WebGLTexture object - - const source = texture.source; -- const webglTextures = _sources.get(source); -- if (webglTextures) { -- const webglTexture = webglTextures[textureProperties.__cacheKey]; -- webglTexture.usedTimes--; -+ const webglTextures = _sources.get( source ); -+ -+ if ( webglTextures ) { -+ -+ const webglTexture = webglTextures[ textureProperties.__cacheKey ]; -+ webglTexture.usedTimes --; - - // the WebGLTexture object is not used anymore, remove it - -- if (webglTexture.usedTimes === 0) { -- deleteTexture(texture); -+ if ( webglTexture.usedTimes === 0 ) { -+ -+ deleteTexture( texture ); -+ - } - - // remove the weak map entry if no WebGLTexture uses the source anymore - -- if (Object.keys(webglTextures).length === 0) { -- _sources.delete(source); -+ if ( Object.keys( webglTextures ).length === 0 ) { -+ -+ _sources.delete( source ); -+ - } -+ - } -- properties.remove(texture); -+ -+ properties.remove( texture ); -+ - } -- function deleteTexture(texture) { -- const textureProperties = properties.get(texture); -- _gl.deleteTexture(textureProperties.__webglTexture); -+ -+ function deleteTexture( texture ) { -+ -+ const textureProperties = properties.get( texture ); -+ _gl.deleteTexture( textureProperties.__webglTexture ); -+ - const source = texture.source; -- const webglTextures = _sources.get(source); -- delete webglTextures[textureProperties.__cacheKey]; -- info.memory.textures--; -+ const webglTextures = _sources.get( source ); -+ delete webglTextures[ textureProperties.__cacheKey ]; -+ -+ info.memory.textures --; -+ - } -- function deallocateRenderTarget(renderTarget) { -+ -+ function deallocateRenderTarget( renderTarget ) { -+ - const texture = renderTarget.texture; -- const renderTargetProperties = properties.get(renderTarget); -- const textureProperties = properties.get(texture); -- if (textureProperties.__webglTexture !== undefined) { -- _gl.deleteTexture(textureProperties.__webglTexture); -- info.memory.textures--; -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ const textureProperties = properties.get( texture ); -+ -+ if ( textureProperties.__webglTexture !== undefined ) { -+ -+ _gl.deleteTexture( textureProperties.__webglTexture ); -+ -+ info.memory.textures --; -+ - } -- if (renderTarget.depthTexture) { -+ -+ if ( renderTarget.depthTexture ) { -+ - renderTarget.depthTexture.dispose(); -+ - } -- if (renderTarget.isWebGLCubeRenderTarget) { -- for (let i = 0; i < 6; i++) { -- _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]); -- if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]); -+ -+ if ( renderTarget.isWebGLCubeRenderTarget ) { -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); -+ if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); -+ - } -+ - } else { -- _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer); -- if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer); -- if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer); -- if (renderTargetProperties.__webglColorRenderbuffer) { -- for (let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i++) { -- if (renderTargetProperties.__webglColorRenderbuffer[i]) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer[i]); -+ -+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); -+ if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); -+ if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); -+ -+ if ( renderTargetProperties.__webglColorRenderbuffer ) { -+ -+ for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { -+ -+ if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ - } -+ - } -- if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer); -+ -+ if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); -+ - } -- if (renderTarget.isWebGLMultipleRenderTargets) { -- for (let i = 0, il = texture.length; i < il; i++) { -- const attachmentProperties = properties.get(texture[i]); -- if (attachmentProperties.__webglTexture) { -- _gl.deleteTexture(attachmentProperties.__webglTexture); -- info.memory.textures--; -+ -+ if ( renderTarget.isWebGLMultipleRenderTargets ) { -+ -+ for ( let i = 0, il = texture.length; i < il; i ++ ) { -+ -+ const attachmentProperties = properties.get( texture[ i ] ); -+ -+ if ( attachmentProperties.__webglTexture ) { -+ -+ _gl.deleteTexture( attachmentProperties.__webglTexture ); -+ -+ info.memory.textures --; -+ - } -- properties.remove(texture[i]); -+ -+ properties.remove( texture[ i ] ); -+ - } -+ - } -- properties.remove(texture); -- properties.remove(renderTarget); -+ -+ properties.remove( texture ); -+ properties.remove( renderTarget ); -+ - } - - // - - let textureUnits = 0; -+ - function resetTextureUnits() { -+ - textureUnits = 0; -+ - } -+ - function allocateTextureUnit() { -+ - const textureUnit = textureUnits; -- if (textureUnit >= maxTextures) { -- console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures); -+ -+ if ( textureUnit >= maxTextures ) { -+ -+ console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); -+ - } -+ - textureUnits += 1; -+ - return textureUnit; -+ - } -- function getTextureCacheKey(texture) { -+ -+ function getTextureCacheKey( texture ) { -+ - const array = []; -- array.push(texture.wrapS); -- array.push(texture.wrapT); -- array.push(texture.wrapR || 0); -- array.push(texture.magFilter); -- array.push(texture.minFilter); -- array.push(texture.anisotropy); -- array.push(texture.internalFormat); -- array.push(texture.format); -- array.push(texture.type); -- array.push(texture.generateMipmaps); -- array.push(texture.premultiplyAlpha); -- array.push(texture.flipY); -- array.push(texture.unpackAlignment); -- array.push(texture.encoding); -+ -+ array.push( texture.wrapS ); -+ array.push( texture.wrapT ); -+ array.push( texture.wrapR || 0 ); -+ array.push( texture.magFilter ); -+ array.push( texture.minFilter ); -+ array.push( texture.anisotropy ); -+ array.push( texture.internalFormat ); -+ array.push( texture.format ); -+ array.push( texture.type ); -+ array.push( texture.generateMipmaps ); -+ array.push( texture.premultiplyAlpha ); -+ array.push( texture.flipY ); -+ array.push( texture.unpackAlignment ); -+ array.push( texture.encoding ); -+ - return array.join(); -+ - } - - // - -- function setTexture2D(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.isVideoTexture) updateVideoTexture(texture); -- if (texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version) { -+ function setTexture2D( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.isVideoTexture ) updateVideoTexture( texture ); -+ -+ if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { -+ - const image = texture.image; -- if (image === null) { -- console.warn('THREE.WebGLRenderer: Texture marked for update but no image data found.'); -- } else if (image.complete === false) { -- console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete'); -+ -+ if ( image === null ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' ); -+ -+ } else if ( image.complete === false ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); -+ - } else { -- uploadTexture(textureProperties, texture, slot); -- return; -+ -+ if ( this.uploadTexture( textureProperties, texture, slot ) ) { -+ -+ return; -+ -+ } -+ - } -+ - } -- state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -- function setTexture2DArray(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.version > 0 && textureProperties.__version !== texture.version) { -- uploadTexture(textureProperties, texture, slot); -+ -+ function setTexture2DArray( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) { -+ -+ this.uploadTexture( textureProperties, texture, slot ); - return; -+ - } -- state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -- function setTexture3D(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.version > 0 && textureProperties.__version !== texture.version) { -- uploadTexture(textureProperties, texture, slot); -+ -+ function setTexture3D( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) { -+ -+ this.uploadTexture( textureProperties, texture, slot ); - return; -+ - } -- state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -- function setTextureCube(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.version > 0 && textureProperties.__version !== texture.version) { -- uploadCubeTexture(textureProperties, texture, slot); -+ -+ function setTextureCube( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) { -+ -+ uploadCubeTexture( textureProperties, texture, slot ); - return; -+ - } -- state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -+ - const wrappingToGL = { -- [RepeatWrapping]: _gl.REPEAT, -- [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE, -- [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT -+ [ RepeatWrapping ]: _gl.REPEAT, -+ [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, -+ [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT - }; -+ - const filterToGL = { -- [NearestFilter]: _gl.NEAREST, -- [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST, -- [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR, -- [LinearFilter]: _gl.LINEAR, -- [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST, -- [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR -+ [ NearestFilter ]: _gl.NEAREST, -+ [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, -+ [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, -+ -+ [ LinearFilter ]: _gl.LINEAR, -+ [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, -+ [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR - }; -- function setTextureParameters(textureType, texture, supportsMips) { -- if (supportsMips) { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]); -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]); -- if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]); -- } -- _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]); -- _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]); -+ -+ function setTextureParameters( textureType, texture, supportsMips ) { -+ -+ if ( supportsMips ) { -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); -+ -+ if ( ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) && texture.wrapR !== undefined ) { -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); -+ -+ } -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); -+ - } else { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE); -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE); -- if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE); -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); -+ -+ if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE ); -+ - } -- if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) { -- console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.'); -+ -+ if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); -+ - } -- _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter)); -- _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter)); -- if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) { -- console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.'); -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); -+ -+ if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); -+ - } -+ - } -- if (extensions.has('EXT_texture_filter_anisotropic') === true) { -- const extension = extensions.get('EXT_texture_filter_anisotropic'); -- if (texture.magFilter === NearestFilter) return; -- if (texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter) return; -- if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2 -- if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only - -- if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) { -- _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy())); -- properties.get(texture).__currentAnisotropy = texture.anisotropy; -+ if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { -+ -+ const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); -+ -+ if ( texture.magFilter === NearestFilter ) return; -+ if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; -+ if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2 -+ if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only -+ -+ if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { -+ -+ _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); -+ properties.get( texture ).__currentAnisotropy = texture.anisotropy; -+ - } -+ - } -+ - } -- function initTexture(textureProperties, texture) { -+ -+ function initTexture( textureProperties, texture ) { -+ - let forceUpload = false; -- if (textureProperties.__webglInit === undefined) { -+ -+ if ( textureProperties.__webglInit === undefined ) { -+ - textureProperties.__webglInit = true; -- texture.addEventListener('dispose', onTextureDispose); -+ -+ texture.addEventListener( 'dispose', onTextureDispose ); -+ - } - - // create Source <-> WebGLTextures mapping if necessary - - const source = texture.source; -- let webglTextures = _sources.get(source); -- if (webglTextures === undefined) { -+ let webglTextures = _sources.get( source ); -+ -+ if ( webglTextures === undefined ) { -+ - webglTextures = {}; -- _sources.set(source, webglTextures); -+ _sources.set( source, webglTextures ); -+ - } - - // check if there is already a WebGLTexture object for the given texture parameters - -- const textureCacheKey = getTextureCacheKey(texture); -- if (textureCacheKey !== textureProperties.__cacheKey) { -+ const textureCacheKey = getTextureCacheKey( texture ); -+ -+ if ( textureCacheKey !== textureProperties.__cacheKey ) { -+ - // if not, create a new instance of WebGLTexture - -- if (webglTextures[textureCacheKey] === undefined) { -+ if ( webglTextures[ textureCacheKey ] === undefined ) { -+ - // create new entry - -- webglTextures[textureCacheKey] = { -+ webglTextures[ textureCacheKey ] = { - texture: _gl.createTexture(), - usedTimes: 0 - }; -- info.memory.textures++; -+ -+ info.memory.textures ++; - - // when a new instance of WebGLTexture was created, a texture upload is required - // even if the image contents are identical - - forceUpload = true; -+ - } -- webglTextures[textureCacheKey].usedTimes++; -+ -+ webglTextures[ textureCacheKey ].usedTimes ++; - - // every time the texture cache key changes, it's necessary to check if an instance of - // WebGLTexture can be deleted in order to avoid a memory leak. - -- const webglTexture = webglTextures[textureProperties.__cacheKey]; -- if (webglTexture !== undefined) { -- webglTextures[textureProperties.__cacheKey].usedTimes--; -- if (webglTexture.usedTimes === 0) { -- deleteTexture(texture); -+ const webglTexture = webglTextures[ textureProperties.__cacheKey ]; -+ -+ if ( webglTexture !== undefined ) { -+ -+ webglTextures[ textureProperties.__cacheKey ].usedTimes --; -+ -+ if ( webglTexture.usedTimes === 0 ) { -+ -+ deleteTexture( texture ); -+ - } -+ - } - - // store references to cache key and WebGLTexture object - - textureProperties.__cacheKey = textureCacheKey; -- textureProperties.__webglTexture = webglTextures[textureCacheKey].texture; -+ textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; -+ - } -+ - return forceUpload; -+ - } -- function uploadTexture(textureProperties, texture, slot) { -+ -+ function runDeferredUploads() { -+ -+ const previousDeferSetting = this.deferTextureUploads; -+ this.deferTextureUploads = false; -+ -+ for ( const upload of _deferredUploads ) { -+ -+ this.uploadTexture( upload.textureProperties, upload.texture, upload.slot ); -+ upload.texture.isPendingDeferredUpload = false; -+ -+ } -+ -+ _deferredUploads = []; -+ -+ this.deferTextureUploads = previousDeferSetting; -+ -+ } -+ -+ function uploadTexture( textureProperties, texture, slot ) { -+ -+ if ( this.deferTextureUploads ) { -+ -+ if ( ! texture.isPendingDeferredUpload ) { -+ -+ texture.isPendingDeferredUpload = true; -+ _deferredUploads.push( { textureProperties: textureProperties, texture: texture, slot: slot } ); -+ -+ } -+ -+ return false; -+ -+ } -+ -+ - let textureType = _gl.TEXTURE_2D; -- if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) textureType = _gl.TEXTURE_2D_ARRAY; -- if (texture.isData3DTexture) textureType = _gl.TEXTURE_3D; -- const forceUpload = initTexture(textureProperties, texture); -+ -+ if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; -+ if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; -+ -+ const forceUpload = initTexture( textureProperties, texture ); - const source = texture.source; -- state.bindTexture(textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -- const sourceProperties = properties.get(source); -- if (source.version !== sourceProperties.__version || forceUpload === true) { -- state.activeTexture(_gl.TEXTURE0 + slot); -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment); -- _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE); -- const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false; -- let image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize); -- image = verifyColorSpace(texture, image); -- const supportsMips = isPowerOfTwo$1(image) || isWebGL2, -- glFormat = utils.convert(texture.format, texture.encoding); -- let glType = utils.convert(texture.type), -- glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture); -- setTextureParameters(textureType, texture, supportsMips); -+ -+ state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ -+ const sourceProperties = properties.get( source ); -+ -+ if ( source.version !== sourceProperties.__version || forceUpload === true ) { -+ -+ state.activeTexture( _gl.TEXTURE0 + slot ); -+ -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); -+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE ); -+ -+ const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false; -+ let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); -+ image = verifyColorSpace( texture, image ); -+ -+ const supportsMips = isPowerOfTwo$1( image ) || isWebGL2, -+ glFormat = utils.convert( texture.format, texture.encoding ); -+ -+ let glType = utils.convert( texture.type ), -+ glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture ); -+ -+ setTextureParameters( textureType, texture, supportsMips ); -+ - let mipmap; - const mipmaps = texture.mipmaps; -- const useTexStorage = isWebGL2 && texture.isVideoTexture !== true; -- const allocateMemory = sourceProperties.__version === undefined || forceUpload === true; -- const levels = getMipLevels(texture, image, supportsMips); -- if (texture.isDepthTexture) { -+ -+ const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true ); -+ const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); -+ const levels = getMipLevels( texture, image, supportsMips ); -+ -+ if ( texture.isDepthTexture ) { -+ - // populate depth texture with dummy data - - glInternalFormat = _gl.DEPTH_COMPONENT; -- if (isWebGL2) { -- if (texture.type === FloatType) { -+ -+ if ( isWebGL2 ) { -+ -+ if ( texture.type === FloatType ) { -+ - glInternalFormat = _gl.DEPTH_COMPONENT32F; -- } else if (texture.type === UnsignedIntType) { -+ -+ } else if ( texture.type === UnsignedIntType ) { -+ - glInternalFormat = _gl.DEPTH_COMPONENT24; -- } else if (texture.type === UnsignedInt248Type) { -+ -+ } else if ( texture.type === UnsignedInt248Type ) { -+ - glInternalFormat = _gl.DEPTH24_STENCIL8; -+ - } else { -+ - glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D -+ - } -+ - } else { -- if (texture.type === FloatType) { -- console.error('WebGLRenderer: Floating point depth texture requires WebGL2.'); -+ -+ if ( texture.type === FloatType ) { -+ -+ console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); -+ - } -+ - } - - // validation checks for WebGL 1 - -- if (texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT) { -+ if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { -+ - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) -- if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) { -- console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.'); -+ if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); -+ - texture.type = UnsignedIntType; -- glType = utils.convert(texture.type); -+ glType = utils.convert( texture.type ); -+ - } -+ - } -- if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) { -+ -+ if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { -+ - // Depth stencil textures need the DEPTH_STENCIL internal format - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - glInternalFormat = _gl.DEPTH_STENCIL; -@@ -15172,911 +23369,1800 @@ function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) -- if (texture.type !== UnsignedInt248Type) { -- console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.'); -+ if ( texture.type !== UnsignedInt248Type ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); -+ - texture.type = UnsignedInt248Type; -- glType = utils.convert(texture.type); -+ glType = utils.convert( texture.type ); -+ - } -+ - } - - // - -- if (allocateMemory) { -- if (useTexStorage) { -- state.texStorage2D(_gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height); -+ if ( allocateMemory ) { -+ -+ if ( useTexStorage ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null); -+ -+ state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); -+ - } -+ - } -- } else if (texture.isDataTexture) { -+ -+ } else if ( texture.isDataTexture ) { -+ - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - -- if (mipmaps.length > 0 && supportsMips) { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height); -+ if ( mipmaps.length > 0 && supportsMips ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - texture.generateMipmaps = false; -+ - } else { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height); -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); -+ - } -- state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data); -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data); -+ -+ state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); -+ - } -+ - } -- } else if (texture.isCompressedTexture) { -- if (texture.isCompressedArrayTexture) { -- if (useTexStorage && allocateMemory) { -- state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height, image.depth); -+ -+ } else if ( texture.isCompressedTexture ) { -+ -+ if ( texture.isCompressedArrayTexture ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (texture.format !== RGBAFormat) { -- if (glFormat !== null) { -- if (useTexStorage) { -- state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( texture.format !== RGBAFormat ) { -+ -+ if ( glFormat !== null ) { -+ -+ if ( useTexStorage ) { -+ -+ state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 ); -+ - } else { -- state.compressedTexImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0); -+ -+ state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()'); -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data); -- } else { -- state.texImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); -+ -+ } else { -+ -+ state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - } -+ - } else { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height); -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (texture.format !== RGBAFormat) { -- if (glFormat !== null) { -- if (useTexStorage) { -- state.compressedTexSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( texture.format !== RGBAFormat ) { -+ -+ if ( glFormat !== null ) { -+ -+ if ( useTexStorage ) { -+ -+ state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); -+ - } else { -- state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data); -+ -+ state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()'); -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - } -+ - } -- } else if (texture.isDataArrayTexture) { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth); -+ -+ } else if ( texture.isDataArrayTexture ) { -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); -+ - } -- state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data); -+ -+ state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); -+ - } else { -- state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data); -+ -+ state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); -+ - } -- } else if (texture.isData3DTexture) { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage3D(_gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth); -+ -+ } else if ( texture.isData3DTexture ) { -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); -+ - } -- state.texSubImage3D(_gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data); -+ -+ state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); -+ - } else { -- state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data); -+ -+ state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); -+ - } -- } else if (texture.isFramebufferTexture) { -- if (allocateMemory) { -- if (useTexStorage) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height); -+ -+ } else if ( texture.isFramebufferTexture ) { -+ -+ if ( allocateMemory ) { -+ -+ if ( useTexStorage ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); -+ - } else { -- let width = image.width, -- height = image.height; -- for (let i = 0; i < levels; i++) { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null); -+ -+ let width = image.width, height = image.height; -+ -+ for ( let i = 0; i < levels; i ++ ) { -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); -+ - width >>= 1; - height >>= 1; -+ - } -+ - } -+ - } -+ - } else { -+ - // regular Texture (image, video, canvas) - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - -- if (mipmaps.length > 0 && supportsMips) { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height); -+ if ( mipmaps.length > 0 && supportsMips ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap); -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); -+ - } -+ - } -+ - texture.generateMipmaps = false; -+ - } else { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height); -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); -+ - } -- state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image); -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image); -+ -+ state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); -+ - } -+ - } -+ - } -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -- generateMipmap(textureType); -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ -+ generateMipmap( textureType ); -+ - } -+ - sourceProperties.__version = source.version; -- if (texture.onUpdate) texture.onUpdate(texture); -+ -+ if ( texture.onUpdate ) texture.onUpdate( texture ); -+ - } -+ - textureProperties.__version = texture.version; -+ return true; -+ - } -- function uploadCubeTexture(textureProperties, texture, slot) { -- if (texture.image.length !== 6) return; -- const forceUpload = initTexture(textureProperties, texture); -+ -+ function uploadCubeTexture( textureProperties, texture, slot ) { -+ -+ if ( texture.image.length !== 6 ) return; -+ -+ const forceUpload = initTexture( textureProperties, texture ); - const source = texture.source; -- state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -- const sourceProperties = properties.get(source); -- if (source.version !== sourceProperties.__version || forceUpload === true) { -- state.activeTexture(_gl.TEXTURE0 + slot); -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment); -- _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE); -- const isCompressed = texture.isCompressedTexture || texture.image[0].isCompressedTexture; -- const isDataTexture = texture.image[0] && texture.image[0].isDataTexture; -+ -+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ -+ const sourceProperties = properties.get( source ); -+ -+ if ( source.version !== sourceProperties.__version || forceUpload === true ) { -+ -+ state.activeTexture( _gl.TEXTURE0 + slot ); -+ -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); -+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE ); -+ -+ const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); -+ const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); -+ - const cubeImage = []; -- for (let i = 0; i < 6; i++) { -- if (!isCompressed && !isDataTexture) { -- cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ if ( ! isCompressed && ! isDataTexture ) { -+ -+ cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); -+ - } else { -- cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i]; -- } -- cubeImage[i] = verifyColorSpace(texture, cubeImage[i]); -- } -- const image = cubeImage[0], -- supportsMips = isPowerOfTwo$1(image) || isWebGL2, -- glFormat = utils.convert(texture.format, texture.encoding), -- glType = utils.convert(texture.type), -- glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding); -- const useTexStorage = isWebGL2 && texture.isVideoTexture !== true; -- const allocateMemory = sourceProperties.__version === undefined || forceUpload === true; -- let levels = getMipLevels(texture, image, supportsMips); -- setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips); -+ -+ cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; -+ -+ } -+ -+ cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); -+ -+ } -+ -+ const image = cubeImage[ 0 ], -+ supportsMips = isPowerOfTwo$1( image ) || isWebGL2, -+ glFormat = utils.convert( texture.format, texture.encoding ), -+ glType = utils.convert( texture.type ), -+ glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding ); -+ -+ const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true ); -+ const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); -+ let levels = getMipLevels( texture, image, supportsMips ); -+ -+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); -+ - let mipmaps; -- if (isCompressed) { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height); -- } -- for (let i = 0; i < 6; i++) { -- mipmaps = cubeImage[i].mipmaps; -- for (let j = 0; j < mipmaps.length; j++) { -- const mipmap = mipmaps[j]; -- if (texture.format !== RGBAFormat) { -- if (glFormat !== null) { -- if (useTexStorage) { -- state.compressedTexSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data); -+ -+ if ( isCompressed ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); -+ -+ } -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ mipmaps = cubeImage[ i ].mipmaps; -+ -+ for ( let j = 0; j < mipmaps.length; j ++ ) { -+ -+ const mipmap = mipmaps[ j ]; -+ -+ if ( texture.format !== RGBAFormat ) { -+ -+ if ( glFormat !== null ) { -+ -+ if ( useTexStorage ) { -+ -+ state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); -+ - } else { -- state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data); -+ -+ state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()'); -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - } -+ - } -+ - } else { -+ - mipmaps = texture.mipmaps; -- if (useTexStorage && allocateMemory) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ - // TODO: Uniformly handle mipmap definitions - // Normal textures and compressed cube textures define base level + mips with their mipmap array - // Uncompressed cube textures use their mipmap array only for mips (no base level) - -- if (mipmaps.length > 0) levels++; -- state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[0].width, cubeImage[0].height); -+ if ( mipmaps.length > 0 ) levels ++; -+ -+ state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height ); -+ - } -- for (let i = 0; i < 6; i++) { -- if (isDataTexture) { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[i].width, cubeImage[i].height, glFormat, glType, cubeImage[i].data); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ if ( isDataTexture ) { -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); -+ - } -- for (let j = 0; j < mipmaps.length; j++) { -- const mipmap = mipmaps[j]; -- const mipmapImage = mipmap.image[i].image; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data); -+ -+ for ( let j = 0; j < mipmaps.length; j ++ ) { -+ -+ const mipmap = mipmaps[ j ]; -+ const mipmapImage = mipmap.image[ i ].image; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); -+ - } -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[i]); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); -+ - } -- for (let j = 0; j < mipmaps.length; j++) { -- const mipmap = mipmaps[j]; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[i]); -+ -+ for ( let j = 0; j < mipmaps.length; j ++ ) { -+ -+ const mipmap = mipmaps[ j ]; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); -+ - } -+ - } -+ - } -+ - } -+ - } -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ - // We assume images for cube map have the same size. -- generateMipmap(_gl.TEXTURE_CUBE_MAP); -+ generateMipmap( _gl.TEXTURE_CUBE_MAP ); -+ - } -+ - sourceProperties.__version = source.version; -- if (texture.onUpdate) texture.onUpdate(texture); -+ -+ if ( texture.onUpdate ) texture.onUpdate( texture ); -+ - } -+ - textureProperties.__version = texture.version; -+ - } - - // Render targets - - // Setup storage for target texture and bind it to correct framebuffer -- function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) { -- const glFormat = utils.convert(texture.format, texture.encoding); -- const glType = utils.convert(texture.type); -- const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding); -- const renderTargetProperties = properties.get(renderTarget); -- if (!renderTargetProperties.__hasExternalTextures) { -- if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) { -- state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null); -- } else { -- state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null); -- } -- } -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0, getRenderTargetSamples(renderTarget)); -- } else if (textureTarget === _gl.TEXTURE_2D || textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z) { -- // see #24753 -+ function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) { - -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0); -- } -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -- } -+ const glFormat = utils.convert( texture.format, texture.encoding ); -+ const glType = utils.convert( texture.type ); -+ const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding ); -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ if ( ! renderTargetProperties.__hasExternalTextures ) { -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.numViews ); -+ -+ } else if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { -+ -+ state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); - -- // Setup storage for internal depth/stencil buffers and bind to correct framebuffer -- function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) { -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer); -- if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) { -- let glInternalFormat = _gl.DEPTH_COMPONENT16; -- if (isMultisample || useMultisampledRTT(renderTarget)) { -- const depthTexture = renderTarget.depthTexture; -- if (depthTexture && depthTexture.isDepthTexture) { -- if (depthTexture.type === FloatType) { -- glInternalFormat = _gl.DEPTH_COMPONENT32F; -- } else if (depthTexture.type === UnsignedIntType) { -- glInternalFormat = _gl.DEPTH_COMPONENT24; -- } -- } -- const samples = getRenderTargetSamples(renderTarget); -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -- } else { -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -- } -- } else { -- _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height); -- } -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); -- } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) { -- const samples = getRenderTargetSamples(renderTarget); -- if (isMultisample && useMultisampledRTT(renderTarget) === false) { -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height); -- } else if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height); - } else { -- _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height); -- } -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); -- } else { -- const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture]; -- for (let i = 0; i < textures.length; i++) { -- const texture = textures[i]; -- const glFormat = utils.convert(texture.format, texture.encoding); -- const glType = utils.convert(texture.type); -- const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding); -- const samples = getRenderTargetSamples(renderTarget); -- if (isMultisample && useMultisampledRTT(renderTarget) === false) { -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -- } else if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -- } else { -- _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height); -- } -+ -+ state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); -+ - } -- } -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, null); -- } - -- // Setup resources for a Depth Texture for a FBO (needs an extension) -- function setupDepthTexture(framebuffer, renderTarget) { -- const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget; -- if (isCube) throw new Error('Depth Texture with cube render targets is not supported'); -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -- if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) { -- throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); - } - -- // upload an empty depth texture with framebuffer size -- if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) { -- renderTarget.depthTexture.image.width = renderTarget.width; -- renderTarget.depthTexture.image.height = renderTarget.height; -- renderTarget.depthTexture.needsUpdate = true; -- } -- setTexture2D(renderTarget.depthTexture, 0); -- const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture; -- const samples = getRenderTargetSamples(renderTarget); -- if (renderTarget.depthTexture.format === DepthFormat) { -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples); -- } else { -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0); -- } -- } else if (renderTarget.depthTexture.format === DepthStencilFormat) { -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples); -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ const multisampled = useMultisampledRTT( renderTarget ); -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ if ( multisampled ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ), 0, renderTarget.numViews ); -+ - } else { -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0); -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, 0, renderTarget.numViews ); -+ - } -- } else { -- throw new Error('Unknown depthTexture format'); -- } -- } - -- // Setup GL resources for a non-texture depth buffer -- function setupDepthRenderbuffer(renderTarget) { -- const renderTargetProperties = properties.get(renderTarget); -- const isCube = renderTarget.isWebGLCubeRenderTarget === true; -- if (renderTarget.depthTexture && !renderTargetProperties.__autoAllocateDepthBuffer) { -- if (isCube) throw new Error('target.depthTexture not supported in Cube render targets'); -- setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget); -- } else { -- if (isCube) { -- renderTargetProperties.__webglDepthbuffer = []; -- for (let i = 0; i < 6; i++) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]); -- renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer(); -- setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false); -- } -+ } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 -+ -+ if ( multisampled ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); -+ - } else { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -- renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); -- setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false); -+ -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); -+ - } -- } -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -- } - -- // rebind framebuffer with external textures -- function rebindTextures(renderTarget, colorTexture, depthTexture) { -- const renderTargetProperties = properties.get(renderTarget); -- if (colorTexture !== undefined) { -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D); -- } -- if (depthTexture !== undefined) { -- setupDepthRenderbuffer(renderTarget); - } -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); -+ -+ } -+ -+ -+ // Setup storage for internal depth/stencil buffers and bind to correct framebuffer -+ function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ const useMultisample = useMultisampledRTT( renderTarget ); -+ const numViews = renderTarget.numViews; -+ -+ const depthTexture = renderTarget.depthTexture; -+ let glInternalFormat = _gl.DEPTH_COMPONENT24; -+ let glDepthAttachment = _gl.DEPTH_ATTACHMENT; -+ -+ if ( depthTexture && depthTexture.isDepthTexture ) { -+ -+ if ( depthTexture.type === FloatType ) { -+ -+ glInternalFormat = _gl.DEPTH_COMPONENT32F; -+ -+ } else if ( depthTexture.type === UnsignedInt248Type ) { -+ -+ glInternalFormat = _gl.DEPTH24_STENCIL8; -+ glDepthAttachment = _gl.DEPTH_STENCIL_ATTACHMENT; -+ -+ } -+ -+ // we're defaulting to _gl.DEPTH_COMPONENT24 so don't assign here -+ // or else DeepScan will complain -+ -+ // else if ( depthTexture.type === UnsignedIntType ) { -+ -+ // glInternalFormat = _gl.DEPTH_COMPONENT24; -+ -+ // } -+ -+ } -+ -+ let depthStencilTexture = properties.get( renderTarget.depthTexture ).__webglTexture; -+ if ( depthStencilTexture === undefined ) { -+ -+ depthStencilTexture = _gl.createTexture(); -+ _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture ); -+ _gl.texStorage3D( _gl.TEXTURE_2D_ARRAY, 1, glInternalFormat, renderTarget.width, renderTarget.height, numViews ); -+ -+ } -+ -+ if ( useMultisample ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, getRenderTargetSamples( renderTarget ), 0, numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, 0, numViews ); -+ -+ } -+ -+ } else if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { -+ -+ let glInternalFormat = _gl.DEPTH_COMPONENT16; -+ -+ if ( isMultisample || useMultisampledRTT( renderTarget ) ) { -+ -+ const depthTexture = renderTarget.depthTexture; -+ -+ if ( depthTexture && depthTexture.isDepthTexture ) { -+ -+ if ( depthTexture.type === FloatType ) { -+ -+ glInternalFormat = _gl.DEPTH_COMPONENT32F; -+ -+ } else if ( depthTexture.type === UnsignedIntType ) { -+ -+ glInternalFormat = _gl.DEPTH_COMPONENT24; -+ -+ } -+ -+ } -+ -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } else { -+ -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } -+ -+ } else { -+ -+ _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } -+ -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); -+ -+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { -+ -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { -+ -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); -+ -+ } else if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); -+ -+ } else { -+ -+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); -+ -+ } -+ -+ -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); -+ -+ } else { -+ -+ const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ const texture = textures[ i ]; -+ -+ const glFormat = utils.convert( texture.format, texture.encoding ); -+ const glType = utils.convert( texture.type ); -+ const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding ); -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { -+ -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } else if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } else { -+ -+ _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } -+ -+ } -+ -+ } -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); -+ -+ } -+ -+ // Setup resources for a Depth Texture for a FBO (needs an extension) -+ function setupDepthTexture( framebuffer, renderTarget ) { -+ -+ const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); -+ if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ -+ if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { -+ -+ throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); -+ -+ } -+ -+ // upload an empty depth texture with framebuffer size -+ if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || -+ renderTarget.depthTexture.image.width !== renderTarget.width || -+ renderTarget.depthTexture.image.height !== renderTarget.height ) { -+ -+ renderTarget.depthTexture.image.width = renderTarget.width; -+ renderTarget.depthTexture.image.height = renderTarget.height; -+ renderTarget.depthTexture.needsUpdate = true; -+ -+ } -+ -+ if ( renderTarget.depthTexture.image.depth != 1 ) { -+ -+ this.setTexture2DArray( renderTarget.depthTexture, 0 ); -+ -+ } else { -+ -+ this.setTexture2D( renderTarget.depthTexture, 0 ); -+ -+ } -+ -+ const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ const useMultisample = useMultisampledRTT( renderTarget ); -+ const numViews = renderTarget.numViews; -+ -+ if ( renderTarget.depthTexture.format === DepthFormat ) { -+ -+ if ( useMultisample ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); -+ -+ } -+ -+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { -+ -+ if ( useMultisample ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); -+ -+ } -+ -+ } else { -+ -+ throw new Error( 'Unknown depthTexture format' ); -+ -+ } -+ -+ } else { -+ -+ if ( renderTarget.depthTexture.format === DepthFormat ) { -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); -+ -+ } -+ -+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); -+ -+ } -+ -+ } else { -+ -+ throw new Error( 'Unknown depthTexture format' ); -+ -+ } -+ -+ } -+ -+ } -+ -+ // Setup GL resources for a non-texture depth buffer -+ function setupDepthRenderbuffer( renderTarget ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); -+ -+ if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { -+ -+ if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); -+ -+ this.setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); -+ -+ } else { -+ -+ if ( isCube ) { -+ -+ renderTargetProperties.__webglDepthbuffer = []; -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); -+ renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); -+ setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); -+ -+ } -+ -+ } else { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); -+ renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); -+ setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); -+ -+ } -+ -+ } -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); -+ -+ } -+ -+ // rebind framebuffer with external textures -+ function rebindTextures( renderTarget, colorTexture, depthTexture ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ if ( colorTexture !== undefined ) { -+ -+ this.setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); -+ -+ } -+ -+ if ( depthTexture !== undefined ) { -+ -+ this.setupDepthRenderbuffer( renderTarget ); -+ -+ } -+ - } - - // Set up GL resources for the render target -- function setupRenderTarget(renderTarget) { -+ function setupRenderTarget( renderTarget ) { -+ - const texture = renderTarget.texture; -- const renderTargetProperties = properties.get(renderTarget); -- const textureProperties = properties.get(texture); -- renderTarget.addEventListener('dispose', onRenderTargetDispose); -- if (renderTarget.isWebGLMultipleRenderTargets !== true) { -- if (textureProperties.__webglTexture === undefined) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ const textureProperties = properties.get( texture ); -+ -+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); -+ -+ if ( renderTarget.isWebGLMultipleRenderTargets !== true ) { -+ -+ if ( textureProperties.__webglTexture === undefined ) { -+ - textureProperties.__webglTexture = _gl.createTexture(); -+ - } -+ - textureProperties.__version = texture.version; -- info.memory.textures++; -+ info.memory.textures ++; -+ - } -- const isCube = renderTarget.isWebGLCubeRenderTarget === true; -- const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true; -- const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; -+ -+ const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); -+ const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); -+ const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; - - // Setup framebuffer - -- if (isCube) { -+ if ( isCube ) { -+ - renderTargetProperties.__webglFramebuffer = []; -- for (let i = 0; i < 6; i++) { -- renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer(); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); -+ - } -+ - } else { -+ - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); -- if (isMultipleRenderTargets) { -- if (capabilities.drawBuffers) { -+ -+ if ( isMultipleRenderTargets ) { -+ -+ if ( capabilities.drawBuffers ) { -+ - const textures = renderTarget.texture; -- for (let i = 0, il = textures.length; i < il; i++) { -- const attachmentProperties = properties.get(textures[i]); -- if (attachmentProperties.__webglTexture === undefined) { -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ const attachmentProperties = properties.get( textures[ i ] ); -+ -+ if ( attachmentProperties.__webglTexture === undefined ) { -+ - attachmentProperties.__webglTexture = _gl.createTexture(); -- info.memory.textures++; -+ -+ info.memory.textures ++; -+ - } -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.'); -+ -+ console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' ); -+ - } -+ - } -- if (isWebGL2 && renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) { -- const textures = isMultipleRenderTargets ? texture : [texture]; -+ -+ if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { -+ -+ const textures = isMultipleRenderTargets ? texture : [ texture ]; -+ - renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); - renderTargetProperties.__webglColorRenderbuffer = []; -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- for (let i = 0; i < textures.length; i++) { -- const texture = textures[i]; -- renderTargetProperties.__webglColorRenderbuffer[i] = _gl.createRenderbuffer(); -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -- const glFormat = utils.convert(texture.format, texture.encoding); -- const glType = utils.convert(texture.type); -- const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding, renderTarget.isXRRenderTarget === true); -- const samples = getRenderTargetSamples(renderTarget); -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -- } -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, null); -- if (renderTarget.depthBuffer) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ const texture = textures[ i ]; -+ renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ -+ const glFormat = utils.convert( texture.format, texture.encoding ); -+ const glType = utils.convert( texture.type ); -+ const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, renderTarget.isXRRenderTarget === true ); -+ const samples = getRenderTargetSamples( renderTarget ); -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ -+ } -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); -+ -+ if ( renderTarget.depthBuffer ) { -+ - renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); -- setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true); -+ setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); -+ - } -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); -+ - } -+ - } - - // Setup color buffer - -- if (isCube) { -- state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture); -- setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips); -- for (let i = 0; i < 6; i++) { -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i); -+ if ( isCube ) { -+ -+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); -+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); -+ - } -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -- generateMipmap(_gl.TEXTURE_CUBE_MAP); -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ -+ generateMipmap( _gl.TEXTURE_CUBE_MAP ); -+ - } -+ - state.unbindTexture(); -- } else if (isMultipleRenderTargets) { -+ -+ } else if ( isMultipleRenderTargets ) { -+ - const textures = renderTarget.texture; -- for (let i = 0, il = textures.length; i < il; i++) { -- const attachment = textures[i]; -- const attachmentProperties = properties.get(attachment); -- state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture); -- setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips); -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D); -- if (textureNeedsGenerateMipmaps(attachment, supportsMips)) { -- generateMipmap(_gl.TEXTURE_2D); -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ const attachment = textures[ i ]; -+ const attachmentProperties = properties.get( attachment ); -+ -+ state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture ); -+ setTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips ); -+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D ); -+ -+ if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) { -+ -+ generateMipmap( _gl.TEXTURE_2D ); -+ - } -+ - } -+ - state.unbindTexture(); -+ - } else { -+ - let glTextureType = _gl.TEXTURE_2D; -- if (renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget) { -- if (isWebGL2) { -+ -+ if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { -+ -+ if ( isWebGL2 ) { -+ - glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; -+ - } else { -- console.error('THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.'); -+ -+ console.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' ); -+ - } -+ -+ } -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ glTextureType = _gl.TEXTURE_2D_ARRAY; -+ - } -- state.bindTexture(glTextureType, textureProperties.__webglTexture); -- setTextureParameters(glTextureType, texture, supportsMips); -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType); -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -- generateMipmap(glTextureType); -+ -+ state.bindTexture( glTextureType, textureProperties.__webglTexture ); -+ setTextureParameters( glTextureType, texture, supportsMips ); -+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType ); -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ -+ generateMipmap( glTextureType ); -+ - } -+ - state.unbindTexture(); -+ - } - - // Setup depth and stencil buffers - -- if (renderTarget.depthBuffer) { -- setupDepthRenderbuffer(renderTarget); -+ if ( renderTarget.depthBuffer || renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ this.setupDepthRenderbuffer( renderTarget ); -+ - } -+ - } -- function updateRenderTargetMipmap(renderTarget) { -- const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; -- const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture]; -- for (let i = 0, il = textures.length; i < il; i++) { -- const texture = textures[i]; -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -+ -+ function updateRenderTargetMipmap( renderTarget ) { -+ -+ const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; -+ -+ const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ const texture = textures[ i ]; -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ - const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; -- const webglTexture = properties.get(texture).__webglTexture; -- state.bindTexture(target, webglTexture); -- generateMipmap(target); -+ const webglTexture = properties.get( texture ).__webglTexture; -+ -+ state.bindTexture( target, webglTexture ); -+ generateMipmap( target ); - state.unbindTexture(); -+ - } -+ - } -+ - } -- function updateMultisampleRenderTarget(renderTarget) { -- if (isWebGL2 && renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) { -- const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [renderTarget.texture]; -+ -+ function updateMultisampleRenderTarget( renderTarget ) { -+ -+ if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { -+ -+ const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ]; - const width = renderTarget.width; - const height = renderTarget.height; - let mask = _gl.COLOR_BUFFER_BIT; - const invalidationArray = []; - const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; -- const renderTargetProperties = properties.get(renderTarget); -- const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true; -+ const renderTargetProperties = properties.get( renderTarget ); -+ const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); - - // If MRT we need to remove FBO attachments -- if (isMultipleRenderTargets) { -- for (let i = 0; i < textures.length; i++) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null); -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -- _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0); -+ if ( isMultipleRenderTargets ) { -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); -+ _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); -+ - } -+ - } -- state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -- for (let i = 0; i < textures.length; i++) { -- invalidationArray.push(_gl.COLOR_ATTACHMENT0 + i); -- if (renderTarget.depthBuffer) { -- invalidationArray.push(depthStyle); -+ -+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ invalidationArray.push( _gl.COLOR_ATTACHMENT0 + i ); -+ -+ if ( renderTarget.depthBuffer ) { -+ -+ invalidationArray.push( depthStyle ); -+ - } -- const ignoreDepthValues = renderTargetProperties.__ignoreDepthValues !== undefined ? renderTargetProperties.__ignoreDepthValues : false; -- if (ignoreDepthValues === false) { -- if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT; -- if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT; -+ -+ const ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false; -+ -+ if ( ignoreDepthValues === false ) { -+ -+ if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; -+ if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; -+ - } -- if (isMultipleRenderTargets) { -- _gl.framebufferRenderbuffer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -+ -+ if ( isMultipleRenderTargets ) { -+ -+ _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ - } -- if (ignoreDepthValues === true) { -- _gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, [depthStyle]); -- _gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, [depthStyle]); -+ -+ if ( ignoreDepthValues === true ) { -+ -+ _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] ); -+ _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); -+ - } -- if (isMultipleRenderTargets) { -- const webglTexture = properties.get(textures[i]).__webglTexture; -- _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0); -+ -+ if ( isMultipleRenderTargets ) { -+ -+ const webglTexture = properties.get( textures[ i ] ).__webglTexture; -+ _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); -+ - } -- _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST); -- if (supportsInvalidateFramebuffer) { -- _gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, invalidationArray); -+ -+ _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); -+ -+ if ( supportsInvalidateFramebuffer ) { -+ -+ _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray ); -+ - } -+ -+ - } -- state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null); -- state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null); -+ -+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); -+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); - - // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments -- if (isMultipleRenderTargets) { -- for (let i = 0; i < textures.length; i++) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -- const webglTexture = properties.get(textures[i]).__webglTexture; -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -- _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0); -+ if ( isMultipleRenderTargets ) { -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ -+ const webglTexture = properties.get( textures[ i ] ).__webglTexture; -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); -+ _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); -+ - } -+ - } -- state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -+ -+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ -+ - } -+ - } -- function getRenderTargetSamples(renderTarget) { -- return Math.min(maxSamples, renderTarget.samples); -+ -+ function getRenderTargetSamples( renderTarget ) { -+ -+ return Math.min( maxSamples, renderTarget.samples ); -+ - } -- function useMultisampledRTT(renderTarget) { -- const renderTargetProperties = properties.get(renderTarget); -- return isWebGL2 && renderTarget.samples > 0 && extensions.has('WEBGL_multisampled_render_to_texture') === true && renderTargetProperties.__useRenderToTexture !== false; -+ -+ function useMultisampledRTT( renderTarget ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ return isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; -+ - } -- function updateVideoTexture(texture) { -+ -+ function updateVideoTexture( texture ) { -+ - const frame = info.render.frame; - - // Check the last frame we updated the VideoTexture - -- if (_videoTextures.get(texture) !== frame) { -- _videoTextures.set(texture, frame); -+ if ( _videoTextures.get( texture ) !== frame ) { -+ -+ _videoTextures.set( texture, frame ); - texture.update(); -+ - } -+ - } -- function verifyColorSpace(texture, image) { -+ -+ function verifyColorSpace( texture, image ) { -+ - const encoding = texture.encoding; - const format = texture.format; - const type = texture.type; -- if (texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat) return image; -- if (encoding !== LinearEncoding) { -+ -+ if ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image; -+ -+ if ( encoding !== LinearEncoding ) { -+ - // sRGB - -- if (encoding === sRGBEncoding) { -- if (isWebGL2 === false) { -+ if ( encoding === sRGBEncoding ) { -+ -+ if ( isWebGL2 === false ) { -+ - // in WebGL 1, try to use EXT_sRGB extension and unsized formats - -- if (extensions.has('EXT_sRGB') === true && format === RGBAFormat) { -+ if ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) { -+ - texture.format = _SRGBAFormat; - - // it's not possible to generate mips in WebGL 1 with this extension - - texture.minFilter = LinearFilter; - texture.generateMipmaps = false; -+ - } else { -+ - // slow fallback (CPU decode) - -- image = ImageUtils.sRGBToLinear(image); -+ image = ImageUtils.sRGBToLinear( image ); -+ - } -+ - } else { -+ - // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format - -- if (format !== RGBAFormat || type !== UnsignedByteType) { -- console.warn('THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.'); -+ if ( format !== RGBAFormat || type !== UnsignedByteType ) { -+ -+ console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); -+ - } -+ - } -+ - } else { -- console.error('THREE.WebGLTextures: Unsupported texture encoding:', encoding); -+ -+ console.error( 'THREE.WebGLTextures: Unsupported texture encoding:', encoding ); -+ - } -+ - } -+ - return image; -+ - } - - // - - this.allocateTextureUnit = allocateTextureUnit; - this.resetTextureUnits = resetTextureUnits; -+ - this.setTexture2D = setTexture2D; - this.setTexture2DArray = setTexture2DArray; - this.setTexture3D = setTexture3D; - this.setTextureCube = setTextureCube; - this.rebindTextures = rebindTextures; -+ this.uploadTexture = uploadTexture; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; -+ this.setupDepthTexture = setupDepthTexture; - this.setupDepthRenderbuffer = setupDepthRenderbuffer; - this.setupFrameBufferTexture = setupFrameBufferTexture; - this.useMultisampledRTT = useMultisampledRTT; -+ this.runDeferredUploads = runDeferredUploads; -+ - } - --function WebGLUtils(gl, extensions, capabilities) { -+function WebGLUtils( gl, extensions, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -- function convert(p, encoding = null) { -+ -+ function convert( p, encoding = null ) { -+ - let extension; -- if (p === UnsignedByteType) return gl.UNSIGNED_BYTE; -- if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4; -- if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1; -- if (p === ByteType) return gl.BYTE; -- if (p === ShortType) return gl.SHORT; -- if (p === UnsignedShortType) return gl.UNSIGNED_SHORT; -- if (p === IntType) return gl.INT; -- if (p === UnsignedIntType) return gl.UNSIGNED_INT; -- if (p === FloatType) return gl.FLOAT; -- if (p === HalfFloatType) { -- if (isWebGL2) return gl.HALF_FLOAT; -- extension = extensions.get('OES_texture_half_float'); -- if (extension !== null) { -+ -+ if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; -+ if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; -+ if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; -+ -+ if ( p === ByteType ) return gl.BYTE; -+ if ( p === ShortType ) return gl.SHORT; -+ if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; -+ if ( p === IntType ) return gl.INT; -+ if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; -+ if ( p === FloatType ) return gl.FLOAT; -+ -+ if ( p === HalfFloatType ) { -+ -+ if ( isWebGL2 ) return gl.HALF_FLOAT; -+ -+ extension = extensions.get( 'OES_texture_half_float' ); -+ -+ if ( extension !== null ) { -+ - return extension.HALF_FLOAT_OES; -+ - } else { -+ - return null; -+ - } -+ - } -- if (p === AlphaFormat) return gl.ALPHA; -- if (p === RGBAFormat) return gl.RGBA; -- if (p === LuminanceFormat) return gl.LUMINANCE; -- if (p === LuminanceAlphaFormat) return gl.LUMINANCE_ALPHA; -- if (p === DepthFormat) return gl.DEPTH_COMPONENT; -- if (p === DepthStencilFormat) return gl.DEPTH_STENCIL; -+ -+ if ( p === AlphaFormat ) return gl.ALPHA; -+ if ( p === RGBAFormat ) return gl.RGBA; -+ if ( p === LuminanceFormat ) return gl.LUMINANCE; -+ if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; -+ if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; -+ if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; - - // @deprecated since r137 - -- if (p === RGBFormat) { -- console.warn('THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228'); -+ if ( p === RGBFormat ) { -+ -+ console.warn( 'THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228' ); - return gl.RGBA; -+ - } - - // WebGL 1 sRGB fallback - -- if (p === _SRGBAFormat) { -- extension = extensions.get('EXT_sRGB'); -- if (extension !== null) { -+ if ( p === _SRGBAFormat ) { -+ -+ extension = extensions.get( 'EXT_sRGB' ); -+ -+ if ( extension !== null ) { -+ - return extension.SRGB_ALPHA_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // WebGL2 formats. -+ -+ if ( p === RedFormat ) return gl.RED; -+ if ( p === RedIntegerFormat ) return gl.RED_INTEGER; -+ if ( p === RGFormat ) return gl.RG; -+ if ( p === RGIntegerFormat ) return gl.RG_INTEGER; -+ if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; -+ -+ // S3TC -+ -+ if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { -+ -+ if ( encoding === sRGBEncoding ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; -+ if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } else { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; -+ if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ } -+ -+ // PVRTC -+ -+ if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; -+ if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; -+ if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; -+ if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // ETC1 -+ -+ if ( p === RGB_ETC1_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); -+ -+ if ( extension !== null ) { -+ -+ return extension.COMPRESSED_RGB_ETC1_WEBGL; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // ETC2 -+ -+ if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_etc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_ETC2_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; -+ if ( p === RGBA_ETC2_EAC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // ASTC -+ -+ if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || -+ p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || -+ p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || -+ p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || -+ p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_astc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGBA_ASTC_4x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; -+ if ( p === RGBA_ASTC_5x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; -+ if ( p === RGBA_ASTC_5x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; -+ if ( p === RGBA_ASTC_6x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; -+ if ( p === RGBA_ASTC_6x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; -+ if ( p === RGBA_ASTC_8x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; -+ if ( p === RGBA_ASTC_8x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; -+ if ( p === RGBA_ASTC_8x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; -+ if ( p === RGBA_ASTC_10x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; -+ if ( p === RGBA_ASTC_10x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; -+ if ( p === RGBA_ASTC_10x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; -+ if ( p === RGBA_ASTC_10x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; -+ if ( p === RGBA_ASTC_12x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; -+ if ( p === RGBA_ASTC_12x12_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // BPTC -+ -+ if ( p === RGBA_BPTC_Format ) { -+ -+ extension = extensions.get( 'EXT_texture_compression_bptc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGBA_BPTC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // RGTC -+ -+ if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { -+ -+ extension = extensions.get( 'EXT_texture_compression_rgtc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; -+ if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; -+ if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; -+ if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // -+ -+ if ( p === UnsignedInt248Type ) { -+ -+ if ( isWebGL2 ) return gl.UNSIGNED_INT_24_8; -+ -+ extension = extensions.get( 'WEBGL_depth_texture' ); -+ -+ if ( extension !== null ) { -+ -+ return extension.UNSIGNED_INT_24_8_WEBGL; -+ - } else { -+ - return null; -+ -+ } -+ -+ } -+ -+ // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) -+ -+ return ( gl[ p ] !== undefined ) ? gl[ p ] : null; -+ -+ } -+ -+ return { convert: convert }; -+ -+} -+ -+/** -+ * @author fernandojsg / http://fernandojsg.com -+ * @author Takahiro https://github.com/takahirox -+ */ -+ -+ -+class WebGLMultiview { -+ -+ constructor( renderer, extensions, gl ) { -+ -+ this.renderer = renderer; -+ -+ this.DEFAULT_NUMVIEWS = 2; -+ this.maxNumViews = 0; -+ this.gl = gl; -+ -+ this.extensions = extensions; -+ -+ this.available = this.extensions.has( 'OCULUS_multiview' ); -+ -+ if ( this.available ) { -+ -+ const extension = this.extensions.get( 'OCULUS_multiview' ); -+ -+ this.maxNumViews = this.gl.getParameter( extension.MAX_VIEWS_OVR ); -+ -+ this.mat4 = []; -+ this.mat3 = []; -+ this.cameraArray = []; -+ -+ for ( var i = 0; i < this.maxNumViews; i ++ ) { -+ -+ this.mat4[ i ] = new Matrix4(); -+ this.mat3[ i ] = new Matrix3(); -+ - } -+ - } - -- // WebGL2 formats. -+ } -+ -+ // -+ getCameraArray( camera ) { -+ -+ if ( camera.isArrayCamera ) return camera.cameras; -+ -+ this.cameraArray[ 0 ] = camera; -+ -+ return this.cameraArray; -+ -+ } -+ -+ updateCameraProjectionMatricesUniform( camera, uniforms ) { - -- if (p === RedFormat) return gl.RED; -- if (p === RedIntegerFormat) return gl.RED_INTEGER; -- if (p === RGFormat) return gl.RG; -- if (p === RGIntegerFormat) return gl.RG_INTEGER; -- if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER; -+ var cameras = this.getCameraArray( camera ); - -- // S3TC -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].copy( cameras[ i ].projectionMatrix ); - -- if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) { -- if (encoding === sRGBEncoding) { -- extension = extensions.get('WEBGL_compressed_texture_s3tc_srgb'); -- if (extension !== null) { -- if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; -- if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; -- } else { -- return null; -- } -- } else { -- extension = extensions.get('WEBGL_compressed_texture_s3tc'); -- if (extension !== null) { -- if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; -- if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; -- } else { -- return null; -- } -- } - } - -- // PVRTC -+ uniforms.setValue( this.gl, 'projectionMatrices', this.mat4 ); - -- if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) { -- extension = extensions.get('WEBGL_compressed_texture_pvrtc'); -- if (extension !== null) { -- if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; -- if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; -- if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; -- if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; -- } else { -- return null; -- } -- } -+ } - -- // ETC1 -+ updateCameraViewMatricesUniform( camera, uniforms ) { - -- if (p === RGB_ETC1_Format) { -- extension = extensions.get('WEBGL_compressed_texture_etc1'); -- if (extension !== null) { -- return extension.COMPRESSED_RGB_ETC1_WEBGL; -- } else { -- return null; -- } -- } -+ var cameras = this.getCameraArray( camera ); - -- // ETC2 -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].copy( cameras[ i ].matrixWorldInverse ); - -- if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) { -- extension = extensions.get('WEBGL_compressed_texture_etc'); -- if (extension !== null) { -- if (p === RGB_ETC2_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; -- if (p === RGBA_ETC2_EAC_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; -- } else { -- return null; -- } - } - -- // ASTC -+ uniforms.setValue( this.gl, 'viewMatrices', this.mat4 ); - -- if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format) { -- extension = extensions.get('WEBGL_compressed_texture_astc'); -- if (extension !== null) { -- if (p === RGBA_ASTC_4x4_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; -- if (p === RGBA_ASTC_5x4_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; -- if (p === RGBA_ASTC_5x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; -- if (p === RGBA_ASTC_6x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; -- if (p === RGBA_ASTC_6x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; -- if (p === RGBA_ASTC_8x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; -- if (p === RGBA_ASTC_8x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; -- if (p === RGBA_ASTC_8x8_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; -- if (p === RGBA_ASTC_10x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; -- if (p === RGBA_ASTC_10x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; -- if (p === RGBA_ASTC_10x8_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; -- if (p === RGBA_ASTC_10x10_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; -- if (p === RGBA_ASTC_12x10_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; -- if (p === RGBA_ASTC_12x12_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; -- } else { -- return null; -- } -- } -+ } - -- // BPTC -+ updateObjectMatricesUniforms( object, camera, uniforms ) { - -- if (p === RGBA_BPTC_Format) { -- extension = extensions.get('EXT_texture_compression_bptc'); -- if (extension !== null) { -- if (p === RGBA_BPTC_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; -- } else { -- return null; -- } -- } -+ var cameras = this.getCameraArray( camera ); - -- // -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld ); -+ this.mat3[ i ].getNormalMatrix( this.mat4[ i ] ); - -- if (p === UnsignedInt248Type) { -- if (isWebGL2) return gl.UNSIGNED_INT_24_8; -- extension = extensions.get('WEBGL_depth_texture'); -- if (extension !== null) { -- return extension.UNSIGNED_INT_24_8_WEBGL; -- } else { -- return null; -- } - } - -- // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) -+ uniforms.setValue( this.gl, 'modelViewMatrices', this.mat4 ); -+ uniforms.setValue( this.gl, 'normalMatrices', this.mat3 ); - -- return gl[p] !== undefined ? gl[p] : null; - } -- return { -- convert: convert -- }; -+ - } - - class ArrayCamera extends PerspectiveCamera { -- constructor(array = []) { -+ -+ constructor( array = [] ) { -+ - super(); -+ - this.isArrayCamera = true; -+ - this.cameras = array; -+ - } -+ - } - - class Group extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isGroup = true; -+ - this.type = 'Group'; -+ - } -+ - } - --const _moveEvent = { -- type: 'move' --}; -+const _moveEvent = { type: 'move' }; -+ - class WebXRController { -+ - constructor() { -+ - this._targetRay = null; - this._grip = null; - this._hand = null; -+ - } -+ - getHandSpace() { -- if (this._hand === null) { -+ -+ if ( this._hand === null ) { -+ - this._hand = new Group(); - this._hand.matrixAutoUpdate = false; - this._hand.visible = false; -+ - this._hand.joints = {}; -- this._hand.inputState = { -- pinching: false -- }; -+ this._hand.inputState = { pinching: false }; -+ - } -+ - return this._hand; -+ - } -+ - getTargetRaySpace() { -- if (this._targetRay === null) { -+ -+ if ( this._targetRay === null ) { -+ - this._targetRay = new Group(); - this._targetRay.matrixAutoUpdate = false; - this._targetRay.visible = false; -@@ -16084,11 +25170,17 @@ class WebXRController { - this._targetRay.linearVelocity = new Vector3(); - this._targetRay.hasAngularVelocity = false; - this._targetRay.angularVelocity = new Vector3(); -+ - } -+ - return this._targetRay; -+ - } -+ - getGripSpace() { -- if (this._grip === null) { -+ -+ if ( this._grip === null ) { -+ - this._grip = new Group(); - this._grip.matrixAutoUpdate = false; - this._grip.visible = false; -@@ -16096,203 +25188,330 @@ class WebXRController { - this._grip.linearVelocity = new Vector3(); - this._grip.hasAngularVelocity = false; - this._grip.angularVelocity = new Vector3(); -+ - } -+ - return this._grip; -+ - } -- dispatchEvent(event) { -- if (this._targetRay !== null) { -- this._targetRay.dispatchEvent(event); -+ -+ dispatchEvent( event ) { -+ -+ if ( this._targetRay !== null ) { -+ -+ this._targetRay.dispatchEvent( event ); -+ - } -- if (this._grip !== null) { -- this._grip.dispatchEvent(event); -+ -+ if ( this._grip !== null ) { -+ -+ this._grip.dispatchEvent( event ); -+ - } -- if (this._hand !== null) { -- this._hand.dispatchEvent(event); -+ -+ if ( this._hand !== null ) { -+ -+ this._hand.dispatchEvent( event ); -+ - } -+ - return this; -+ - } -- connect(inputSource) { -- if (inputSource && inputSource.hand) { -+ -+ connect( inputSource ) { -+ -+ if ( inputSource && inputSource.hand ) { -+ - const hand = this._hand; -- if (hand) { -- for (const inputjoint of inputSource.hand.values()) { -+ -+ if ( hand ) { -+ -+ for ( const inputjoint of inputSource.hand.values() ) { -+ - // Initialize hand with joints when connected -- this._getHandJoint(hand, inputjoint); -+ this._getHandJoint( hand, inputjoint ); -+ - } -+ - } -+ - } -- this.dispatchEvent({ -- type: 'connected', -- data: inputSource -- }); -+ -+ this.dispatchEvent( { type: 'connected', data: inputSource } ); -+ - return this; -+ - } -- disconnect(inputSource) { -- this.dispatchEvent({ -- type: 'disconnected', -- data: inputSource -- }); -- if (this._targetRay !== null) { -+ -+ disconnect( inputSource ) { -+ -+ this.dispatchEvent( { type: 'disconnected', data: inputSource } ); -+ -+ if ( this._targetRay !== null ) { -+ - this._targetRay.visible = false; -+ - } -- if (this._grip !== null) { -+ -+ if ( this._grip !== null ) { -+ - this._grip.visible = false; -+ - } -- if (this._hand !== null) { -+ -+ if ( this._hand !== null ) { -+ - this._hand.visible = false; -+ - } -+ - return this; -+ - } -- update(inputSource, frame, referenceSpace) { -+ -+ update( inputSource, frame, referenceSpace ) { -+ - let inputPose = null; - let gripPose = null; - let handPose = null; -+ - const targetRay = this._targetRay; - const grip = this._grip; - const hand = this._hand; -- if (inputSource && frame.session.visibilityState !== 'visible-blurred') { -- if (hand && inputSource.hand) { -+ -+ if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { -+ -+ if ( hand && inputSource.hand ) { -+ - handPose = true; -- for (const inputjoint of inputSource.hand.values()) { -+ -+ for ( const inputjoint of inputSource.hand.values() ) { -+ - // Update the joints groups with the XRJoint poses -- const jointPose = frame.getJointPose(inputjoint, referenceSpace); -+ const jointPose = frame.getJointPose( inputjoint, referenceSpace ); - - // The transform of this joint will be updated with the joint pose on each frame -- const joint = this._getHandJoint(hand, inputjoint); -- if (jointPose !== null) { -- joint.matrix.fromArray(jointPose.transform.matrix); -- joint.matrix.decompose(joint.position, joint.rotation, joint.scale); -+ const joint = this._getHandJoint( hand, inputjoint ); -+ -+ if ( jointPose !== null ) { -+ -+ joint.matrix.fromArray( jointPose.transform.matrix ); -+ joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); - joint.jointRadius = jointPose.radius; -+ - } -+ - joint.visible = jointPose !== null; -+ - } - - // Custom events - - // Check pinchz -- const indexTip = hand.joints['index-finger-tip']; -- const thumbTip = hand.joints['thumb-tip']; -- const distance = indexTip.position.distanceTo(thumbTip.position); -+ const indexTip = hand.joints[ 'index-finger-tip' ]; -+ const thumbTip = hand.joints[ 'thumb-tip' ]; -+ const distance = indexTip.position.distanceTo( thumbTip.position ); -+ - const distanceToPinch = 0.02; - const threshold = 0.005; -- if (hand.inputState.pinching && distance > distanceToPinch + threshold) { -+ -+ if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { -+ - hand.inputState.pinching = false; -- this.dispatchEvent({ -+ this.dispatchEvent( { - type: 'pinchend', - handedness: inputSource.handedness, - target: this -- }); -- } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) { -+ } ); -+ -+ } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { -+ - hand.inputState.pinching = true; -- this.dispatchEvent({ -+ this.dispatchEvent( { - type: 'pinchstart', - handedness: inputSource.handedness, - target: this -- }); -+ } ); -+ - } -+ - } else { -- if (grip !== null && inputSource.gripSpace) { -- gripPose = frame.getPose(inputSource.gripSpace, referenceSpace); -- if (gripPose !== null) { -- grip.matrix.fromArray(gripPose.transform.matrix); -- grip.matrix.decompose(grip.position, grip.rotation, grip.scale); -- if (gripPose.linearVelocity) { -+ -+ if ( grip !== null && inputSource.gripSpace ) { -+ -+ gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); -+ -+ if ( gripPose !== null ) { -+ -+ grip.matrix.fromArray( gripPose.transform.matrix ); -+ grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); -+ -+ if ( gripPose.linearVelocity ) { -+ - grip.hasLinearVelocity = true; -- grip.linearVelocity.copy(gripPose.linearVelocity); -+ grip.linearVelocity.copy( gripPose.linearVelocity ); -+ - } else { -+ - grip.hasLinearVelocity = false; -+ - } -- if (gripPose.angularVelocity) { -+ -+ if ( gripPose.angularVelocity ) { -+ - grip.hasAngularVelocity = true; -- grip.angularVelocity.copy(gripPose.angularVelocity); -+ grip.angularVelocity.copy( gripPose.angularVelocity ); -+ - } else { -+ - grip.hasAngularVelocity = false; -+ - } -+ - } -+ - } -+ - } -- if (targetRay !== null) { -- inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace); -+ -+ if ( targetRay !== null ) { -+ -+ inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); - - // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it -- if (inputPose === null && gripPose !== null) { -+ if ( inputPose === null && gripPose !== null ) { -+ - inputPose = gripPose; -+ - } -- if (inputPose !== null) { -- targetRay.matrix.fromArray(inputPose.transform.matrix); -- targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale); -- if (inputPose.linearVelocity) { -+ -+ if ( inputPose !== null ) { -+ -+ targetRay.matrix.fromArray( inputPose.transform.matrix ); -+ targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); -+ -+ if ( inputPose.linearVelocity ) { -+ - targetRay.hasLinearVelocity = true; -- targetRay.linearVelocity.copy(inputPose.linearVelocity); -+ targetRay.linearVelocity.copy( inputPose.linearVelocity ); -+ - } else { -+ - targetRay.hasLinearVelocity = false; -+ - } -- if (inputPose.angularVelocity) { -+ -+ if ( inputPose.angularVelocity ) { -+ - targetRay.hasAngularVelocity = true; -- targetRay.angularVelocity.copy(inputPose.angularVelocity); -+ targetRay.angularVelocity.copy( inputPose.angularVelocity ); -+ - } else { -+ - targetRay.hasAngularVelocity = false; -+ - } -- this.dispatchEvent(_moveEvent); -+ -+ this.dispatchEvent( _moveEvent ); -+ - } -+ - } -+ -+ - } -- if (targetRay !== null) { -- targetRay.visible = inputPose !== null; -+ -+ if ( targetRay !== null ) { -+ -+ targetRay.visible = ( inputPose !== null ); -+ - } -- if (grip !== null) { -- grip.visible = gripPose !== null; -+ -+ if ( grip !== null ) { -+ -+ grip.visible = ( gripPose !== null ); -+ - } -- if (hand !== null) { -- hand.visible = handPose !== null; -+ -+ if ( hand !== null ) { -+ -+ hand.visible = ( handPose !== null ); -+ - } -+ - return this; -+ - } - - // private method - -- _getHandJoint(hand, inputjoint) { -- if (hand.joints[inputjoint.jointName] === undefined) { -+ _getHandJoint( hand, inputjoint ) { -+ -+ if ( hand.joints[ inputjoint.jointName ] === undefined ) { -+ - const joint = new Group(); - joint.matrixAutoUpdate = false; - joint.visible = false; -- hand.joints[inputjoint.jointName] = joint; -- hand.add(joint); -+ hand.joints[ inputjoint.jointName ] = joint; -+ -+ hand.add( joint ); -+ - } -- return hand.joints[inputjoint.jointName]; -+ -+ return hand.joints[ inputjoint.jointName ]; -+ - } -+ - } - - class DepthTexture extends Texture { -- constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) { -+ -+ constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { -+ - format = format !== undefined ? format : DepthFormat; -- if (format !== DepthFormat && format !== DepthStencilFormat) { -- throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat'); -+ -+ if ( format !== DepthFormat && format !== DepthStencilFormat ) { -+ -+ throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); -+ - } -- if (type === undefined && format === DepthFormat) type = UnsignedIntType; -- if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type; -- super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); -+ -+ if ( type === undefined && format === DepthFormat ) type = UnsignedIntType; -+ if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; -+ -+ super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); -+ - this.isDepthTexture = true; -- this.image = { -- width: width, -- height: height -- }; -+ -+ this.image = { width: width, height: height }; -+ - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; -+ - this.flipY = false; - this.generateMipmaps = false; -+ - } -+ -+ - } - - class WebXRManager extends EventDispatcher { -- constructor(renderer, gl) { -+ -+ constructor( renderer, gl, extensions, useMultiview ) { -+ - super(); -+ - const scope = this; -+ - let session = null; - let framebufferScaleFactor = 1.0; -+ - let referenceSpace = null; - let referenceSpaceType = 'local-floor'; - let customReferenceSpace = null; -+ - let pose = null; - let glBinding = null; - let glProjLayer = null; -@@ -16301,23 +25520,29 @@ class WebXRManager extends EventDispatcher { - const attributes = gl.getContextAttributes(); - let initialRenderTarget = null; - let newRenderTarget = null; -+ - const controllers = []; - const controllerInputSources = []; -+ - const planes = new Set(); - const planesLastChangedTimes = new Map(); - - // - - const cameraL = new PerspectiveCamera(); -- cameraL.layers.enable(1); -+ cameraL.layers.enable( 1 ); - cameraL.viewport = new Vector4(); -+ - const cameraR = new PerspectiveCamera(); -- cameraR.layers.enable(2); -+ cameraR.layers.enable( 2 ); - cameraR.viewport = new Vector4(); -- const cameras = [cameraL, cameraR]; -+ -+ const cameras = [ cameraL, cameraR ]; -+ - const cameraVR = new ArrayCamera(); -- cameraVR.layers.enable(1); -- cameraVR.layers.enable(2); -+ cameraVR.layers.enable( 1 ); -+ cameraVR.layers.enable( 2 ); -+ - let _currentDepthNear = null; - let _currentDepthFar = null; - -@@ -16325,68 +25550,107 @@ class WebXRManager extends EventDispatcher { - - this.cameraAutoUpdate = true; - this.enabled = false; -+ - this.isPresenting = false; -- this.getController = function (index) { -- let controller = controllers[index]; -- if (controller === undefined) { -+ this.isMultiview = false; -+ -+ this.getController = function ( index ) { -+ -+ let controller = controllers[ index ]; -+ -+ if ( controller === undefined ) { -+ - controller = new WebXRController(); -- controllers[index] = controller; -+ controllers[ index ] = controller; -+ - } -+ - return controller.getTargetRaySpace(); -+ - }; -- this.getControllerGrip = function (index) { -- let controller = controllers[index]; -- if (controller === undefined) { -+ -+ this.getControllerGrip = function ( index ) { -+ -+ let controller = controllers[ index ]; -+ -+ if ( controller === undefined ) { -+ - controller = new WebXRController(); -- controllers[index] = controller; -+ controllers[ index ] = controller; -+ - } -+ - return controller.getGripSpace(); -+ - }; -- this.getHand = function (index) { -- let controller = controllers[index]; -- if (controller === undefined) { -+ -+ this.getHand = function ( index ) { -+ -+ let controller = controllers[ index ]; -+ -+ if ( controller === undefined ) { -+ - controller = new WebXRController(); -- controllers[index] = controller; -+ controllers[ index ] = controller; -+ - } -+ - return controller.getHandSpace(); -+ - }; - - // - -- function onSessionEvent(event) { -- const controllerIndex = controllerInputSources.indexOf(event.inputSource); -- if (controllerIndex === -1) { -+ function onSessionEvent( event ) { -+ -+ const controllerIndex = controllerInputSources.indexOf( event.inputSource ); -+ -+ if ( controllerIndex === - 1 ) { -+ - return; -+ - } -- const controller = controllers[controllerIndex]; -- if (controller !== undefined) { -- controller.dispatchEvent({ -- type: event.type, -- data: event.inputSource -- }); -+ -+ const controller = controllers[ controllerIndex ]; -+ -+ if ( controller !== undefined ) { -+ -+ controller.dispatchEvent( { type: event.type, data: event.inputSource } ); -+ - } -+ - } -+ - function onSessionEnd() { -- session.removeEventListener('select', onSessionEvent); -- session.removeEventListener('selectstart', onSessionEvent); -- session.removeEventListener('selectend', onSessionEvent); -- session.removeEventListener('squeeze', onSessionEvent); -- session.removeEventListener('squeezestart', onSessionEvent); -- session.removeEventListener('squeezeend', onSessionEvent); -- session.removeEventListener('end', onSessionEnd); -- session.removeEventListener('inputsourceschange', onInputSourcesChange); -- for (let i = 0; i < controllers.length; i++) { -- const inputSource = controllerInputSources[i]; -- if (inputSource === null) continue; -- controllerInputSources[i] = null; -- controllers[i].disconnect(inputSource); -+ -+ session.removeEventListener( 'select', onSessionEvent ); -+ session.removeEventListener( 'selectstart', onSessionEvent ); -+ session.removeEventListener( 'selectend', onSessionEvent ); -+ session.removeEventListener( 'squeeze', onSessionEvent ); -+ session.removeEventListener( 'squeezestart', onSessionEvent ); -+ session.removeEventListener( 'squeezeend', onSessionEvent ); -+ session.removeEventListener( 'end', onSessionEnd ); -+ session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); -+ -+ for ( let i = 0; i < controllers.length; i ++ ) { -+ -+ const inputSource = controllerInputSources[ i ]; -+ -+ if ( inputSource === null ) continue; -+ -+ controllerInputSources[ i ] = null; -+ -+ controllers[ i ].disconnect( inputSource ); -+ - } -+ - _currentDepthNear = null; - _currentDepthFar = null; - - // restore framebuffer/rendering state - -- renderer.setRenderTarget(initialRenderTarget); -+ renderer.setRenderTarget( initialRenderTarget ); -+ - glBaseLayer = null; - glProjLayer = null; - glBinding = null; -@@ -16396,159 +25660,269 @@ class WebXRManager extends EventDispatcher { - // - - animation.stop(); -+ - scope.isPresenting = false; -- scope.dispatchEvent({ -- type: 'sessionend' -- }); -+ -+ scope.dispatchEvent( { type: 'sessionend' } ); -+ - } -- this.setFramebufferScaleFactor = function (value) { -+ -+ this.setFramebufferScaleFactor = function ( value ) { -+ - framebufferScaleFactor = value; -- if (scope.isPresenting === true) { -- console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.'); -+ -+ if ( scope.isPresenting === true ) { -+ -+ console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); -+ - } -+ - }; -- this.setReferenceSpaceType = function (value) { -+ -+ this.setReferenceSpaceType = function ( value ) { -+ - referenceSpaceType = value; -- if (scope.isPresenting === true) { -- console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.'); -+ -+ if ( scope.isPresenting === true ) { -+ -+ console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); -+ - } -+ - }; -+ - this.getReferenceSpace = function () { -+ - return customReferenceSpace || referenceSpace; -+ - }; -- this.setReferenceSpace = function (space) { -+ -+ this.setReferenceSpace = function ( space ) { -+ - customReferenceSpace = space; -+ - }; -+ - this.getBaseLayer = function () { -+ - return glProjLayer !== null ? glProjLayer : glBaseLayer; -+ - }; -+ - this.getBinding = function () { -+ - return glBinding; -+ - }; -+ - this.getFrame = function () { -+ - return xrFrame; -+ - }; -+ - this.getSession = function () { -+ - return session; -+ - }; -- this.setSession = async function (value) { -+ -+ this.setSession = async function ( value ) { -+ - session = value; -- if (session !== null) { -+ -+ if ( session !== null ) { -+ - initialRenderTarget = renderer.getRenderTarget(); -- session.addEventListener('select', onSessionEvent); -- session.addEventListener('selectstart', onSessionEvent); -- session.addEventListener('selectend', onSessionEvent); -- session.addEventListener('squeeze', onSessionEvent); -- session.addEventListener('squeezestart', onSessionEvent); -- session.addEventListener('squeezeend', onSessionEvent); -- session.addEventListener('end', onSessionEnd); -- session.addEventListener('inputsourceschange', onInputSourcesChange); -- if (attributes.xrCompatible !== true) { -+ -+ session.addEventListener( 'select', onSessionEvent ); -+ session.addEventListener( 'selectstart', onSessionEvent ); -+ session.addEventListener( 'selectend', onSessionEvent ); -+ session.addEventListener( 'squeeze', onSessionEvent ); -+ session.addEventListener( 'squeezestart', onSessionEvent ); -+ session.addEventListener( 'squeezeend', onSessionEvent ); -+ session.addEventListener( 'end', onSessionEnd ); -+ session.addEventListener( 'inputsourceschange', onInputSourcesChange ); -+ -+ if ( attributes.xrCompatible !== true ) { -+ - await gl.makeXRCompatible(); -+ - } -- if (session.renderState.layers === undefined || renderer.capabilities.isWebGL2 === false) { -+ -+ if ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) { -+ - const layerInit = { -- antialias: session.renderState.layers === undefined ? attributes.antialias : true, -+ antialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true, - alpha: attributes.alpha, - depth: attributes.depth, - stencil: attributes.stencil, - framebufferScaleFactor: framebufferScaleFactor - }; -- glBaseLayer = new XRWebGLLayer(session, gl, layerInit); -- session.updateRenderState({ -- baseLayer: glBaseLayer -- }); -- newRenderTarget = new WebGLRenderTarget(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, { -- format: RGBAFormat, -- type: UnsignedByteType, -- encoding: renderer.outputEncoding, -- stencilBuffer: attributes.stencil -- }); -+ -+ glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); -+ -+ session.updateRenderState( { baseLayer: glBaseLayer } ); -+ -+ newRenderTarget = new WebGLRenderTarget( -+ glBaseLayer.framebufferWidth, -+ glBaseLayer.framebufferHeight, -+ { -+ format: RGBAFormat, -+ type: UnsignedByteType, -+ encoding: renderer.outputEncoding, -+ stencilBuffer: attributes.stencil -+ } -+ ); -+ - } else { -+ - let depthFormat = null; - let depthType = null; - let glDepthFormat = null; -- if (attributes.depth) { -+ -+ if ( attributes.depth ) { -+ - glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; - depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; - depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; -+ - } -+ -+ scope.isMultiview = useMultiview && extensions.has( 'OCULUS_multiview' ); -+ - const projectionlayerInit = { - colorFormat: gl.RGBA8, - depthFormat: glDepthFormat, - scaleFactor: framebufferScaleFactor - }; -- glBinding = new XRWebGLBinding(session, gl); -- glProjLayer = glBinding.createProjectionLayer(projectionlayerInit); -- session.updateRenderState({ -- layers: [glProjLayer] -- }); -- newRenderTarget = new WebGLRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, { -+ -+ if ( scope.isMultiview ) { -+ -+ projectionlayerInit.textureType = 'texture-array'; -+ -+ } -+ -+ glBinding = new XRWebGLBinding( session, gl ); -+ -+ glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); -+ -+ session.updateRenderState( { layers: [ glProjLayer ] } ); -+ -+ const rtOptions = { - format: RGBAFormat, - type: UnsignedByteType, -- depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat), -+ depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), - stencilBuffer: attributes.stencil, - encoding: renderer.outputEncoding, - samples: attributes.antialias ? 4 : 0 -- }); -- const renderTargetProperties = renderer.properties.get(newRenderTarget); -+ }; -+ -+ if ( scope.isMultiview ) { -+ -+ const extension = extensions.get( 'OCULUS_multiview' ); -+ -+ this.maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR ); -+ -+ newRenderTarget = new WebGLMultiviewRenderTarget( glProjLayer.textureWidth, glProjLayer.textureHeight, 2, rtOptions ); -+ -+ } else { -+ -+ newRenderTarget = new WebGLRenderTarget( -+ glProjLayer.textureWidth, -+ glProjLayer.textureHeight, -+ rtOptions ); -+ -+ } -+ -+ const renderTargetProperties = renderer.properties.get( newRenderTarget ); - renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; -+ - } -+ - newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 - - // Set foveation to maximum. -- this.setFoveation(1.0); -+ this.setFoveation( 1.0 ); -+ - customReferenceSpace = null; -- referenceSpace = await session.requestReferenceSpace(referenceSpaceType); -- animation.setContext(session); -+ referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); -+ -+ animation.setContext( session ); - animation.start(); -+ - scope.isPresenting = true; -- scope.dispatchEvent({ -- type: 'sessionstart' -- }); -+ -+ scope.dispatchEvent( { type: 'sessionstart' } ); -+ - } -+ - }; -- function onInputSourcesChange(event) { -+ -+ function onInputSourcesChange( event ) { -+ - // Notify disconnected - -- for (let i = 0; i < event.removed.length; i++) { -- const inputSource = event.removed[i]; -- const index = controllerInputSources.indexOf(inputSource); -- if (index >= 0) { -- controllerInputSources[index] = null; -- controllers[index].disconnect(inputSource); -+ for ( let i = 0; i < event.removed.length; i ++ ) { -+ -+ const inputSource = event.removed[ i ]; -+ const index = controllerInputSources.indexOf( inputSource ); -+ -+ if ( index >= 0 ) { -+ -+ controllerInputSources[ index ] = null; -+ controllers[ index ].disconnect( inputSource ); -+ - } -+ - } - - // Notify connected - -- for (let i = 0; i < event.added.length; i++) { -- const inputSource = event.added[i]; -- let controllerIndex = controllerInputSources.indexOf(inputSource); -- if (controllerIndex === -1) { -+ for ( let i = 0; i < event.added.length; i ++ ) { -+ -+ const inputSource = event.added[ i ]; -+ -+ let controllerIndex = controllerInputSources.indexOf( inputSource ); -+ -+ if ( controllerIndex === - 1 ) { -+ - // Assign input source a controller that currently has no input source - -- for (let i = 0; i < controllers.length; i++) { -- if (i >= controllerInputSources.length) { -- controllerInputSources.push(inputSource); -+ for ( let i = 0; i < controllers.length; i ++ ) { -+ -+ if ( i >= controllerInputSources.length ) { -+ -+ controllerInputSources.push( inputSource ); - controllerIndex = i; - break; -- } else if (controllerInputSources[i] === null) { -- controllerInputSources[i] = inputSource; -+ -+ } else if ( controllerInputSources[ i ] === null ) { -+ -+ controllerInputSources[ i ] = inputSource; - controllerIndex = i; - break; -+ - } -+ - } - - // If all controllers do currently receive input we ignore new ones - -- if (controllerIndex === -1) break; -+ if ( controllerIndex === - 1 ) break; -+ - } -- const controller = controllers[controllerIndex]; -- if (controller) { -- controller.connect(inputSource); -+ -+ const controller = controllers[ controllerIndex ]; -+ -+ if ( controller ) { -+ -+ controller.connect( inputSource ); -+ - } -+ - } -+ - } - - // -@@ -16562,36 +25936,40 @@ class WebXRManager extends EventDispatcher { - * And that near and far planes are identical for both cameras. - * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 - */ -- function setProjectionFromUnion(camera, cameraL, cameraR) { -- cameraLPos.setFromMatrixPosition(cameraL.matrixWorld); -- cameraRPos.setFromMatrixPosition(cameraR.matrixWorld); -- const ipd = cameraLPos.distanceTo(cameraRPos); -+ function setProjectionFromUnion( camera, cameraL, cameraR ) { -+ -+ cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); -+ cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); -+ -+ const ipd = cameraLPos.distanceTo( cameraRPos ); -+ - const projL = cameraL.projectionMatrix.elements; - const projR = cameraR.projectionMatrix.elements; - - // VR systems will have identical far and near planes, and - // most likely identical top and bottom frustum extents. - // Use the left camera for these values. -- const near = projL[14] / (projL[10] - 1); -- const far = projL[14] / (projL[10] + 1); -- const topFov = (projL[9] + 1) / projL[5]; -- const bottomFov = (projL[9] - 1) / projL[5]; -- const leftFov = (projL[8] - 1) / projL[0]; -- const rightFov = (projR[8] + 1) / projR[0]; -+ const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); -+ const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); -+ const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; -+ const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; -+ -+ const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; -+ const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; - const left = near * leftFov; - const right = near * rightFov; - - // Calculate the new camera's position offset from the - // left camera. xOffset should be roughly half `ipd`. -- const zOffset = ipd / (-leftFov + rightFov); -- const xOffset = zOffset * -leftFov; -+ const zOffset = ipd / ( - leftFov + rightFov ); -+ const xOffset = zOffset * - leftFov; - - // TODO: Better way to apply this offset? -- cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale); -- camera.translateX(xOffset); -- camera.translateZ(zOffset); -- camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale); -- camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); -+ cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); -+ camera.translateX( xOffset ); -+ camera.translateZ( zOffset ); -+ camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); -+ camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); - - // Find the union of the frustum values of the cameras and scale - // the values so that the near plane's position does not change in world space, -@@ -16599,316 +25977,527 @@ class WebXRManager extends EventDispatcher { - const near2 = near + zOffset; - const far2 = far + zOffset; - const left2 = left - xOffset; -- const right2 = right + (ipd - xOffset); -+ const right2 = right + ( ipd - xOffset ); - const top2 = topFov * far / far2 * near2; - const bottom2 = bottomFov * far / far2 * near2; -- camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2); -+ -+ camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); -+ - } -- function updateCamera(camera, parent) { -- if (parent === null) { -- camera.matrixWorld.copy(camera.matrix); -+ -+ function updateCamera( camera, parent ) { -+ -+ if ( parent === null ) { -+ -+ camera.matrixWorld.copy( camera.matrix ); -+ - } else { -- camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix); -+ -+ camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); -+ - } -- camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); -+ -+ camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); -+ - } -- this.updateCamera = function (camera) { -- if (session === null) return; -+ -+ this.updateCamera = function ( camera ) { -+ -+ if ( session === null ) return; -+ - cameraVR.near = cameraR.near = cameraL.near = camera.near; - cameraVR.far = cameraR.far = cameraL.far = camera.far; -- if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) { -+ -+ if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) { -+ - // Note that the new renderState won't apply until the next frame. See #18320 - -- session.updateRenderState({ -+ session.updateRenderState( { - depthNear: cameraVR.near, - depthFar: cameraVR.far -- }); -+ } ); -+ - _currentDepthNear = cameraVR.near; - _currentDepthFar = cameraVR.far; -+ - } -+ - const parent = camera.parent; - const cameras = cameraVR.cameras; -- updateCamera(cameraVR, parent); -- for (let i = 0; i < cameras.length; i++) { -- updateCamera(cameras[i], parent); -+ -+ updateCamera( cameraVR, parent ); -+ -+ for ( let i = 0; i < cameras.length; i ++ ) { -+ -+ updateCamera( cameras[ i ], parent ); -+ - } -- cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); -+ -+ cameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale ); - - // update user camera and its children - -- camera.matrix.copy(cameraVR.matrix); -- camera.matrix.decompose(camera.position, camera.quaternion, camera.scale); -+ camera.matrix.copy( cameraVR.matrix ); -+ camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); -+ - const children = camera.children; -- for (let i = 0, l = children.length; i < l; i++) { -- children[i].updateMatrixWorld(true); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ children[ i ].updateMatrixWorld( true ); -+ - } - - // update projection matrix for proper view frustum culling - -- if (cameras.length === 2) { -- setProjectionFromUnion(cameraVR, cameraL, cameraR); -+ if ( cameras.length === 2 ) { -+ -+ setProjectionFromUnion( cameraVR, cameraL, cameraR ); -+ - } else { -+ - // assume single camera setup (AR) - -- cameraVR.projectionMatrix.copy(cameraL.projectionMatrix); -+ cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); -+ - } -+ - }; -+ - this.getCamera = function () { -+ - return cameraVR; -+ - }; -+ - this.getFoveation = function () { -- if (glProjLayer !== null) { -+ -+ if ( glProjLayer !== null ) { -+ - return glProjLayer.fixedFoveation; -+ - } -- if (glBaseLayer !== null) { -+ -+ if ( glBaseLayer !== null ) { -+ - return glBaseLayer.fixedFoveation; -+ - } -+ - return undefined; -+ - }; -- this.setFoveation = function (foveation) { -+ -+ this.setFoveation = function ( foveation ) { -+ - // 0 = no foveation = full resolution - // 1 = maximum foveation = the edges render at lower resolution - -- if (glProjLayer !== null) { -+ if ( glProjLayer !== null ) { -+ - glProjLayer.fixedFoveation = foveation; -+ - } -- if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined) { -+ -+ if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { -+ - glBaseLayer.fixedFoveation = foveation; -+ - } -+ - }; -+ - this.getPlanes = function () { -+ - return planes; -+ - }; - - // Animation Loop - - let onAnimationFrameCallback = null; -- function onAnimationFrame(time, frame) { -- pose = frame.getViewerPose(customReferenceSpace || referenceSpace); -+ -+ function onAnimationFrame( time, frame ) { -+ -+ pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); - xrFrame = frame; -- if (pose !== null) { -+ -+ if ( pose !== null ) { -+ - const views = pose.views; -- if (glBaseLayer !== null) { -- renderer.setRenderTargetFramebuffer(newRenderTarget, glBaseLayer.framebuffer); -- renderer.setRenderTarget(newRenderTarget); -+ -+ if ( glBaseLayer !== null ) { -+ -+ renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); -+ renderer.setRenderTarget( newRenderTarget ); -+ - } -+ - let cameraVRNeedsUpdate = false; - - // check if it's necessary to rebuild cameraVR's camera list - -- if (views.length !== cameraVR.cameras.length) { -+ if ( views.length !== cameraVR.cameras.length ) { -+ - cameraVR.cameras.length = 0; - cameraVRNeedsUpdate = true; -+ - } -- for (let i = 0; i < views.length; i++) { -- const view = views[i]; -+ -+ for ( let i = 0; i < views.length; i ++ ) { -+ -+ const view = views[ i ]; -+ - let viewport = null; -- if (glBaseLayer !== null) { -- viewport = glBaseLayer.getViewport(view); -+ -+ if ( glBaseLayer !== null ) { -+ -+ viewport = glBaseLayer.getViewport( view ); -+ - } else { -- const glSubImage = glBinding.getViewSubImage(glProjLayer, view); -- viewport = glSubImage.viewport; - -+ const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); -+ viewport = glSubImage.viewport; - // For side-by-side projection, we only produce a single texture for both eyes. -- if (i === 0) { -- renderer.setRenderTargetTextures(newRenderTarget, glSubImage.colorTexture, glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture); -- renderer.setRenderTarget(newRenderTarget); -+ if ( i === 0 ) { -+ -+ renderer.setRenderTargetTextures( -+ newRenderTarget, -+ glSubImage.colorTexture, -+ glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture ); -+ -+ renderer.setRenderTarget( newRenderTarget ); -+ - } -+ - } -- let camera = cameras[i]; -- if (camera === undefined) { -+ -+ let camera = cameras[ i ]; -+ -+ if ( camera === undefined ) { -+ - camera = new PerspectiveCamera(); -- camera.layers.enable(i); -+ camera.layers.enable( i ); - camera.viewport = new Vector4(); -- cameras[i] = camera; -+ cameras[ i ] = camera; -+ - } -- camera.matrix.fromArray(view.transform.matrix); -- camera.projectionMatrix.fromArray(view.projectionMatrix); -- camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height); -- if (i === 0) { -- cameraVR.matrix.copy(camera.matrix); -+ -+ camera.matrix.fromArray( view.transform.matrix ); -+ camera.projectionMatrix.fromArray( view.projectionMatrix ); -+ camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); -+ -+ if ( i === 0 ) { -+ -+ cameraVR.matrix.copy( camera.matrix ); -+ - } -- if (cameraVRNeedsUpdate === true) { -- cameraVR.cameras.push(camera); -+ -+ if ( cameraVRNeedsUpdate === true ) { -+ -+ cameraVR.cameras.push( camera ); -+ - } -+ - } -+ - } - - // - -- for (let i = 0; i < controllers.length; i++) { -- const inputSource = controllerInputSources[i]; -- const controller = controllers[i]; -- if (inputSource !== null && controller !== undefined) { -- controller.update(inputSource, frame, customReferenceSpace || referenceSpace); -+ for ( let i = 0; i < controllers.length; i ++ ) { -+ -+ const inputSource = controllerInputSources[ i ]; -+ const controller = controllers[ i ]; -+ -+ if ( inputSource !== null && controller !== undefined ) { -+ -+ controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); -+ - } -+ - } -- if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame); -- if (frame.detectedPlanes) { -- scope.dispatchEvent({ -- type: 'planesdetected', -- data: frame.detectedPlanes -- }); -+ -+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); -+ -+ if ( frame.detectedPlanes ) { -+ -+ scope.dispatchEvent( { type: 'planesdetected', data: frame.detectedPlanes } ); -+ - let planesToRemove = null; -- for (const plane of planes) { -- if (!frame.detectedPlanes.has(plane)) { -- if (planesToRemove === null) { -+ -+ for ( const plane of planes ) { -+ -+ if ( ! frame.detectedPlanes.has( plane ) ) { -+ -+ if ( planesToRemove === null ) { -+ - planesToRemove = []; -+ - } -- planesToRemove.push(plane); -+ -+ planesToRemove.push( plane ); -+ - } -+ - } -- if (planesToRemove !== null) { -- for (const plane of planesToRemove) { -- planes.delete(plane); -- planesLastChangedTimes.delete(plane); -- scope.dispatchEvent({ -- type: 'planeremoved', -- data: plane -- }); -+ -+ if ( planesToRemove !== null ) { -+ -+ for ( const plane of planesToRemove ) { -+ -+ planes.delete( plane ); -+ planesLastChangedTimes.delete( plane ); -+ scope.dispatchEvent( { type: 'planeremoved', data: plane } ); -+ - } -+ - } -- for (const plane of frame.detectedPlanes) { -- if (!planes.has(plane)) { -- planes.add(plane); -- planesLastChangedTimes.set(plane, frame.lastChangedTime); -- scope.dispatchEvent({ -- type: 'planeadded', -- data: plane -- }); -+ -+ for ( const plane of frame.detectedPlanes ) { -+ -+ if ( ! planes.has( plane ) ) { -+ -+ planes.add( plane ); -+ planesLastChangedTimes.set( plane, frame.lastChangedTime ); -+ scope.dispatchEvent( { type: 'planeadded', data: plane } ); -+ - } else { -- const lastKnownTime = planesLastChangedTimes.get(plane); -- if (plane.lastChangedTime > lastKnownTime) { -- planesLastChangedTimes.set(plane, plane.lastChangedTime); -- scope.dispatchEvent({ -- type: 'planechanged', -- data: plane -- }); -+ -+ const lastKnownTime = planesLastChangedTimes.get( plane ); -+ -+ if ( plane.lastChangedTime > lastKnownTime ) { -+ -+ planesLastChangedTimes.set( plane, plane.lastChangedTime ); -+ scope.dispatchEvent( { type: 'planechanged', data: plane } ); -+ - } -+ - } -+ - } -+ - } -+ - xrFrame = null; -+ - } -+ - const animation = new WebGLAnimation(); -- animation.setAnimationLoop(onAnimationFrame); -- this.setAnimationLoop = function (callback) { -+ -+ animation.setAnimationLoop( onAnimationFrame ); -+ -+ this.setAnimationLoop = function ( callback ) { -+ - onAnimationFrameCallback = callback; -+ - }; -+ - this.dispose = function () {}; -+ - } -+ - } - --function WebGLMaterials(renderer, properties) { -- function refreshFogUniforms(uniforms, fog) { -- fog.color.getRGB(uniforms.fogColor.value, getUnlitUniformColorSpace(renderer)); -- if (fog.isFog) { -+function WebGLMaterials( renderer, properties ) { -+ -+ function refreshFogUniforms( uniforms, fog ) { -+ -+ fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) ); -+ -+ if ( fog.isFog ) { -+ - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; -- } else if (fog.isFogExp2) { -+ -+ } else if ( fog.isFogExp2 ) { -+ - uniforms.fogDensity.value = fog.density; -+ - } -+ - } -- function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) { -- if (material.isMeshBasicMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isMeshLambertMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isMeshToonMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsToon(uniforms, material); -- } else if (material.isMeshPhongMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsPhong(uniforms, material); -- } else if (material.isMeshStandardMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsStandard(uniforms, material); -- if (material.isMeshPhysicalMaterial) { -- refreshUniformsPhysical(uniforms, material, transmissionRenderTarget); -- } -- } else if (material.isMeshMatcapMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsMatcap(uniforms, material); -- } else if (material.isMeshDepthMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isMeshDistanceMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsDistance(uniforms, material); -- } else if (material.isMeshNormalMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isLineBasicMaterial) { -- refreshUniformsLine(uniforms, material); -- if (material.isLineDashedMaterial) { -- refreshUniformsDash(uniforms, material); -- } -- } else if (material.isPointsMaterial) { -- refreshUniformsPoints(uniforms, material, pixelRatio, height); -- } else if (material.isSpriteMaterial) { -- refreshUniformsSprites(uniforms, material); -- } else if (material.isShadowMaterial) { -- uniforms.color.value.copy(material.color); -+ -+ function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) { -+ -+ if ( material.isMeshBasicMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isMeshLambertMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isMeshToonMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsToon( uniforms, material ); -+ -+ } else if ( material.isMeshPhongMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsPhong( uniforms, material ); -+ -+ } else if ( material.isMeshStandardMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsStandard( uniforms, material ); -+ -+ if ( material.isMeshPhysicalMaterial ) { -+ -+ refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); -+ -+ } -+ -+ } else if ( material.isMeshMatcapMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsMatcap( uniforms, material ); -+ -+ } else if ( material.isMeshDepthMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isMeshDistanceMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsDistance( uniforms, material ); -+ -+ } else if ( material.isMeshNormalMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isLineBasicMaterial ) { -+ -+ refreshUniformsLine( uniforms, material ); -+ -+ if ( material.isLineDashedMaterial ) { -+ -+ refreshUniformsDash( uniforms, material ); -+ -+ } -+ -+ } else if ( material.isPointsMaterial ) { -+ -+ refreshUniformsPoints( uniforms, material, pixelRatio, height ); -+ -+ } else if ( material.isSpriteMaterial ) { -+ -+ refreshUniformsSprites( uniforms, material ); -+ -+ } else if ( material.isShadowMaterial ) { -+ -+ uniforms.color.value.copy( material.color ); - uniforms.opacity.value = material.opacity; -- } else if (material.isShaderMaterial) { -+ -+ } else if ( material.isShaderMaterial ) { -+ - material.uniformsNeedUpdate = false; // #15581 -+ - } -+ - } - -- function refreshUniformsCommon(uniforms, material) { -+ function refreshUniformsCommon( uniforms, material ) { -+ - uniforms.opacity.value = material.opacity; -- if (material.color) { -- uniforms.diffuse.value.copy(material.color); -+ -+ if ( material.color ) { -+ -+ uniforms.diffuse.value.copy( material.color ); -+ - } -- if (material.emissive) { -- uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity); -+ -+ if ( material.emissive ) { -+ -+ uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); -+ - } -- if (material.map) { -+ -+ if ( material.map ) { -+ - uniforms.map.value = material.map; -+ - } -- if (material.alphaMap) { -+ -+ if ( material.alphaMap ) { -+ - uniforms.alphaMap.value = material.alphaMap; -+ - } -- if (material.bumpMap) { -+ -+ if ( material.bumpMap ) { -+ - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; -- if (material.side === BackSide) uniforms.bumpScale.value *= -1; -+ if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; -+ - } -- if (material.displacementMap) { -+ -+ if ( material.displacementMap ) { -+ - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; -+ - } -- if (material.emissiveMap) { -+ -+ if ( material.emissiveMap ) { -+ - uniforms.emissiveMap.value = material.emissiveMap; -+ - } -- if (material.normalMap) { -+ -+ if ( material.normalMap ) { -+ - uniforms.normalMap.value = material.normalMap; -- uniforms.normalScale.value.copy(material.normalScale); -- if (material.side === BackSide) uniforms.normalScale.value.negate(); -+ uniforms.normalScale.value.copy( material.normalScale ); -+ if ( material.side === BackSide ) uniforms.normalScale.value.negate(); -+ - } -- if (material.specularMap) { -+ -+ if ( material.specularMap ) { -+ - uniforms.specularMap.value = material.specularMap; -+ - } -- if (material.alphaTest > 0) { -+ -+ if ( material.alphaTest > 0 ) { -+ - uniforms.alphaTest.value = material.alphaTest; -+ - } -- const envMap = properties.get(material).envMap; -- if (envMap) { -+ -+ const envMap = properties.get( material ).envMap; -+ -+ if ( envMap ) { -+ - uniforms.envMap.value = envMap; -- uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1; -+ -+ uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; -+ - uniforms.reflectivity.value = material.reflectivity; - uniforms.ior.value = material.ior; - uniforms.refractionRatio.value = material.refractionRatio; -+ - } -- if (material.lightMap) { -+ -+ if ( material.lightMap ) { -+ - uniforms.lightMap.value = material.lightMap; - - // artist-friendly light intensity scaling factor -- const scaleFactor = renderer.physicallyCorrectLights !== true ? Math.PI : 1; -+ const scaleFactor = ( renderer.physicallyCorrectLights !== true ) ? Math.PI : 1; -+ - uniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor; -+ - } -- if (material.aoMap) { -+ -+ if ( material.aoMap ) { -+ - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; -+ - } - - // uv repeat and offset setting priorities -@@ -16932,56 +26521,106 @@ function WebGLMaterials(renderer, properties) { - // 18. thickness map - - let uvScaleMap; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uvScaleMap = material.map; -- } else if (material.specularMap) { -+ -+ } else if ( material.specularMap ) { -+ - uvScaleMap = material.specularMap; -- } else if (material.displacementMap) { -+ -+ } else if ( material.displacementMap ) { -+ - uvScaleMap = material.displacementMap; -- } else if (material.normalMap) { -+ -+ } else if ( material.normalMap ) { -+ - uvScaleMap = material.normalMap; -- } else if (material.bumpMap) { -+ -+ } else if ( material.bumpMap ) { -+ - uvScaleMap = material.bumpMap; -- } else if (material.roughnessMap) { -+ -+ } else if ( material.roughnessMap ) { -+ - uvScaleMap = material.roughnessMap; -- } else if (material.metalnessMap) { -+ -+ } else if ( material.metalnessMap ) { -+ - uvScaleMap = material.metalnessMap; -- } else if (material.alphaMap) { -+ -+ } else if ( material.alphaMap ) { -+ - uvScaleMap = material.alphaMap; -- } else if (material.emissiveMap) { -+ -+ } else if ( material.emissiveMap ) { -+ - uvScaleMap = material.emissiveMap; -- } else if (material.clearcoatMap) { -+ -+ } else if ( material.clearcoatMap ) { -+ - uvScaleMap = material.clearcoatMap; -- } else if (material.clearcoatNormalMap) { -+ -+ } else if ( material.clearcoatNormalMap ) { -+ - uvScaleMap = material.clearcoatNormalMap; -- } else if (material.clearcoatRoughnessMap) { -+ -+ } else if ( material.clearcoatRoughnessMap ) { -+ - uvScaleMap = material.clearcoatRoughnessMap; -- } else if (material.iridescenceMap) { -+ -+ } else if ( material.iridescenceMap ) { -+ - uvScaleMap = material.iridescenceMap; -- } else if (material.iridescenceThicknessMap) { -+ -+ } else if ( material.iridescenceThicknessMap ) { -+ - uvScaleMap = material.iridescenceThicknessMap; -- } else if (material.specularIntensityMap) { -+ -+ } else if ( material.specularIntensityMap ) { -+ - uvScaleMap = material.specularIntensityMap; -- } else if (material.specularColorMap) { -+ -+ } else if ( material.specularColorMap ) { -+ - uvScaleMap = material.specularColorMap; -- } else if (material.transmissionMap) { -+ -+ } else if ( material.transmissionMap ) { -+ - uvScaleMap = material.transmissionMap; -- } else if (material.thicknessMap) { -+ -+ } else if ( material.thicknessMap ) { -+ - uvScaleMap = material.thicknessMap; -- } else if (material.sheenColorMap) { -+ -+ } else if ( material.sheenColorMap ) { -+ - uvScaleMap = material.sheenColorMap; -- } else if (material.sheenRoughnessMap) { -+ -+ } else if ( material.sheenRoughnessMap ) { -+ - uvScaleMap = material.sheenRoughnessMap; -+ - } -- if (uvScaleMap !== undefined) { -+ -+ if ( uvScaleMap !== undefined ) { -+ - // backwards compatibility -- if (uvScaleMap.isWebGLRenderTarget) { -+ if ( uvScaleMap.isWebGLRenderTarget ) { -+ - uvScaleMap = uvScaleMap.texture; -+ - } -- if (uvScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uvScaleMap.matrixAutoUpdate === true ) { -+ - uvScaleMap.updateMatrix(); -+ - } -- uniforms.uvTransform.value.copy(uvScaleMap.matrix); -+ -+ uniforms.uvTransform.value.copy( uvScaleMap.matrix ); -+ - } - - // uv repeat and offset setting priorities for uv2 -@@ -16989,44 +26628,76 @@ function WebGLMaterials(renderer, properties) { - // 2. light map - - let uv2ScaleMap; -- if (material.aoMap) { -+ -+ if ( material.aoMap ) { -+ - uv2ScaleMap = material.aoMap; -- } else if (material.lightMap) { -+ -+ } else if ( material.lightMap ) { -+ - uv2ScaleMap = material.lightMap; -+ - } -- if (uv2ScaleMap !== undefined) { -+ -+ if ( uv2ScaleMap !== undefined ) { -+ - // backwards compatibility -- if (uv2ScaleMap.isWebGLRenderTarget) { -+ if ( uv2ScaleMap.isWebGLRenderTarget ) { -+ - uv2ScaleMap = uv2ScaleMap.texture; -+ - } -- if (uv2ScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uv2ScaleMap.matrixAutoUpdate === true ) { -+ - uv2ScaleMap.updateMatrix(); -+ - } -- uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix); -+ -+ uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix ); -+ - } -+ - } -- function refreshUniformsLine(uniforms, material) { -- uniforms.diffuse.value.copy(material.color); -+ -+ function refreshUniformsLine( uniforms, material ) { -+ -+ uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; -+ - } -- function refreshUniformsDash(uniforms, material) { -+ -+ function refreshUniformsDash( uniforms, material ) { -+ - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; -+ - } -- function refreshUniformsPoints(uniforms, material, pixelRatio, height) { -- uniforms.diffuse.value.copy(material.color); -+ -+ function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { -+ -+ uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * pixelRatio; - uniforms.scale.value = height * 0.5; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uniforms.map.value = material.map; -+ - } -- if (material.alphaMap) { -+ -+ if ( material.alphaMap ) { -+ - uniforms.alphaMap.value = material.alphaMap; -+ - } -- if (material.alphaTest > 0) { -+ -+ if ( material.alphaTest > 0 ) { -+ - uniforms.alphaTest.value = material.alphaTest; -+ - } - - // uv repeat and offset setting priorities -@@ -17034,30 +26705,53 @@ function WebGLMaterials(renderer, properties) { - // 2. alpha map - - let uvScaleMap; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uvScaleMap = material.map; -- } else if (material.alphaMap) { -+ -+ } else if ( material.alphaMap ) { -+ - uvScaleMap = material.alphaMap; -+ - } -- if (uvScaleMap !== undefined) { -- if (uvScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uvScaleMap !== undefined ) { -+ -+ if ( uvScaleMap.matrixAutoUpdate === true ) { -+ - uvScaleMap.updateMatrix(); -+ - } -- uniforms.uvTransform.value.copy(uvScaleMap.matrix); -+ -+ uniforms.uvTransform.value.copy( uvScaleMap.matrix ); -+ - } -+ - } -- function refreshUniformsSprites(uniforms, material) { -- uniforms.diffuse.value.copy(material.color); -+ -+ function refreshUniformsSprites( uniforms, material ) { -+ -+ uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.rotation.value = material.rotation; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uniforms.map.value = material.map; -+ - } -- if (material.alphaMap) { -+ -+ if ( material.alphaMap ) { -+ - uniforms.alphaMap.value = material.alphaMap; -+ - } -- if (material.alphaTest > 0) { -+ -+ if ( material.alphaTest > 0 ) { -+ - uniforms.alphaTest.value = material.alphaTest; -+ - } - - // uv repeat and offset setting priorities -@@ -17065,414 +26759,667 @@ function WebGLMaterials(renderer, properties) { - // 2. alpha map - - let uvScaleMap; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uvScaleMap = material.map; -- } else if (material.alphaMap) { -+ -+ } else if ( material.alphaMap ) { -+ - uvScaleMap = material.alphaMap; -+ - } -- if (uvScaleMap !== undefined) { -- if (uvScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uvScaleMap !== undefined ) { -+ -+ if ( uvScaleMap.matrixAutoUpdate === true ) { -+ - uvScaleMap.updateMatrix(); -+ - } -- uniforms.uvTransform.value.copy(uvScaleMap.matrix); -+ -+ uniforms.uvTransform.value.copy( uvScaleMap.matrix ); -+ - } -+ - } -- function refreshUniformsPhong(uniforms, material) { -- uniforms.specular.value.copy(material.specular); -- uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 ) -+ -+ function refreshUniformsPhong( uniforms, material ) { -+ -+ uniforms.specular.value.copy( material.specular ); -+ uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) -+ - } - -- function refreshUniformsToon(uniforms, material) { -- if (material.gradientMap) { -+ function refreshUniformsToon( uniforms, material ) { -+ -+ if ( material.gradientMap ) { -+ - uniforms.gradientMap.value = material.gradientMap; -+ - } -+ - } -- function refreshUniformsStandard(uniforms, material) { -+ -+ function refreshUniformsStandard( uniforms, material ) { -+ - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; -- if (material.roughnessMap) { -+ -+ if ( material.roughnessMap ) { -+ - uniforms.roughnessMap.value = material.roughnessMap; -+ - } -- if (material.metalnessMap) { -+ -+ if ( material.metalnessMap ) { -+ - uniforms.metalnessMap.value = material.metalnessMap; -+ - } -- const envMap = properties.get(material).envMap; -- if (envMap) { -+ -+ const envMap = properties.get( material ).envMap; -+ -+ if ( envMap ) { -+ - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; -+ - } -+ - } -- function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) { -+ -+ function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { -+ - uniforms.ior.value = material.ior; // also part of uniforms common - -- if (material.sheen > 0) { -- uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen); -+ if ( material.sheen > 0 ) { -+ -+ uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); -+ - uniforms.sheenRoughness.value = material.sheenRoughness; -- if (material.sheenColorMap) { -+ -+ if ( material.sheenColorMap ) { -+ - uniforms.sheenColorMap.value = material.sheenColorMap; -+ - } -- if (material.sheenRoughnessMap) { -+ -+ if ( material.sheenRoughnessMap ) { -+ - uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; -+ - } -+ - } -- if (material.clearcoat > 0) { -+ -+ if ( material.clearcoat > 0 ) { -+ - uniforms.clearcoat.value = material.clearcoat; - uniforms.clearcoatRoughness.value = material.clearcoatRoughness; -- if (material.clearcoatMap) { -+ -+ if ( material.clearcoatMap ) { -+ - uniforms.clearcoatMap.value = material.clearcoatMap; -+ - } -- if (material.clearcoatRoughnessMap) { -+ -+ if ( material.clearcoatRoughnessMap ) { -+ - uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; -+ - } -- if (material.clearcoatNormalMap) { -- uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale); -+ -+ if ( material.clearcoatNormalMap ) { -+ -+ uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); - uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; -- if (material.side === BackSide) { -+ -+ if ( material.side === BackSide ) { -+ - uniforms.clearcoatNormalScale.value.negate(); -+ - } -+ - } -+ - } -- if (material.iridescence > 0) { -+ -+ if ( material.iridescence > 0 ) { -+ - uniforms.iridescence.value = material.iridescence; - uniforms.iridescenceIOR.value = material.iridescenceIOR; -- uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[0]; -- uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[1]; -- if (material.iridescenceMap) { -+ uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; -+ uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; -+ -+ if ( material.iridescenceMap ) { -+ - uniforms.iridescenceMap.value = material.iridescenceMap; -+ - } -- if (material.iridescenceThicknessMap) { -+ -+ if ( material.iridescenceThicknessMap ) { -+ - uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; -+ - } -+ - } -- if (material.transmission > 0) { -+ -+ if ( material.transmission > 0 ) { -+ - uniforms.transmission.value = material.transmission; - uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; -- uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height); -- if (material.transmissionMap) { -+ uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); -+ -+ if ( material.transmissionMap ) { -+ - uniforms.transmissionMap.value = material.transmissionMap; -+ - } -+ - uniforms.thickness.value = material.thickness; -- if (material.thicknessMap) { -+ -+ if ( material.thicknessMap ) { -+ - uniforms.thicknessMap.value = material.thicknessMap; -+ - } -+ - uniforms.attenuationDistance.value = material.attenuationDistance; -- uniforms.attenuationColor.value.copy(material.attenuationColor); -+ uniforms.attenuationColor.value.copy( material.attenuationColor ); -+ - } -+ - uniforms.specularIntensity.value = material.specularIntensity; -- uniforms.specularColor.value.copy(material.specularColor); -- if (material.specularIntensityMap) { -+ uniforms.specularColor.value.copy( material.specularColor ); -+ -+ if ( material.specularIntensityMap ) { -+ - uniforms.specularIntensityMap.value = material.specularIntensityMap; -+ - } -- if (material.specularColorMap) { -+ -+ if ( material.specularColorMap ) { -+ - uniforms.specularColorMap.value = material.specularColorMap; -+ - } -+ - } -- function refreshUniformsMatcap(uniforms, material) { -- if (material.matcap) { -+ -+ function refreshUniformsMatcap( uniforms, material ) { -+ -+ if ( material.matcap ) { -+ - uniforms.matcap.value = material.matcap; -+ - } -+ - } -- function refreshUniformsDistance(uniforms, material) { -- uniforms.referencePosition.value.copy(material.referencePosition); -+ -+ function refreshUniformsDistance( uniforms, material ) { -+ -+ uniforms.referencePosition.value.copy( material.referencePosition ); - uniforms.nearDistance.value = material.nearDistance; - uniforms.farDistance.value = material.farDistance; -+ - } -+ - return { - refreshFogUniforms: refreshFogUniforms, - refreshMaterialUniforms: refreshMaterialUniforms - }; -+ - } - --function WebGLUniformsGroups(gl, info, capabilities, state) { -+function WebGLUniformsGroups( gl, info, capabilities, state ) { -+ - let buffers = {}; - let updateList = {}; - let allocatedBindingPoints = []; -- const maxBindingPoints = capabilities.isWebGL2 ? gl.getParameter(gl.MAX_UNIFORM_BUFFER_BINDINGS) : 0; // binding points are global whereas block indices are per shader program - -- function bind(uniformsGroup, program) { -+ const maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program -+ -+ function bind( uniformsGroup, program ) { -+ - const webglProgram = program.program; -- state.uniformBlockBinding(uniformsGroup, webglProgram); -+ state.uniformBlockBinding( uniformsGroup, webglProgram ); -+ - } -- function update(uniformsGroup, program) { -- let buffer = buffers[uniformsGroup.id]; -- if (buffer === undefined) { -- prepareUniformsGroup(uniformsGroup); -- buffer = createBuffer(uniformsGroup); -- buffers[uniformsGroup.id] = buffer; -- uniformsGroup.addEventListener('dispose', onUniformsGroupsDispose); -+ -+ function update( uniformsGroup, program ) { -+ -+ let buffer = buffers[ uniformsGroup.id ]; -+ -+ if ( buffer === undefined ) { -+ -+ prepareUniformsGroup( uniformsGroup ); -+ -+ buffer = createBuffer( uniformsGroup ); -+ buffers[ uniformsGroup.id ] = buffer; -+ -+ uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); -+ - } - - // ensure to update the binding points/block indices mapping for this program - - const webglProgram = program.program; -- state.updateUBOMapping(uniformsGroup, webglProgram); -+ state.updateUBOMapping( uniformsGroup, webglProgram ); - - // update UBO once per frame - - const frame = info.render.frame; -- if (updateList[uniformsGroup.id] !== frame) { -- updateBufferData(uniformsGroup); -- updateList[uniformsGroup.id] = frame; -+ -+ if ( updateList[ uniformsGroup.id ] !== frame ) { -+ -+ updateBufferData( uniformsGroup ); -+ -+ updateList[ uniformsGroup.id ] = frame; -+ - } -+ - } -- function createBuffer(uniformsGroup) { -+ -+ function createBuffer( uniformsGroup ) { -+ - // the setup of an UBO is independent of a particular shader program but global - - const bindingPointIndex = allocateBindingPointIndex(); - uniformsGroup.__bindingPointIndex = bindingPointIndex; -+ - const buffer = gl.createBuffer(); - const size = uniformsGroup.__size; - const usage = uniformsGroup.usage; -- gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); -- gl.bufferData(gl.UNIFORM_BUFFER, size, usage); -- gl.bindBuffer(gl.UNIFORM_BUFFER, null); -- gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPointIndex, buffer); -+ -+ gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); -+ gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); -+ gl.bindBuffer( gl.UNIFORM_BUFFER, null ); -+ gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); -+ - return buffer; -+ - } -+ - function allocateBindingPointIndex() { -- for (let i = 0; i < maxBindingPoints; i++) { -- if (allocatedBindingPoints.indexOf(i) === -1) { -- allocatedBindingPoints.push(i); -+ -+ for ( let i = 0; i < maxBindingPoints; i ++ ) { -+ -+ if ( allocatedBindingPoints.indexOf( i ) === - 1 ) { -+ -+ allocatedBindingPoints.push( i ); - return i; -+ - } -+ - } -- console.error('THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.'); -+ -+ console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); -+ - return 0; -+ - } -- function updateBufferData(uniformsGroup) { -- const buffer = buffers[uniformsGroup.id]; -+ -+ function updateBufferData( uniformsGroup ) { -+ -+ const buffer = buffers[ uniformsGroup.id ]; - const uniforms = uniformsGroup.uniforms; - const cache = uniformsGroup.__cache; -- gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); -- for (let i = 0, il = uniforms.length; i < il; i++) { -- const uniform = uniforms[i]; -+ -+ gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); -+ -+ for ( let i = 0, il = uniforms.length; i < il; i ++ ) { -+ -+ const uniform = uniforms[ i ]; - - // partly update the buffer if necessary - -- if (hasUniformChanged(uniform, i, cache) === true) { -+ if ( hasUniformChanged( uniform, i, cache ) === true ) { -+ - const offset = uniform.__offset; -- const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value]; -+ -+ const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; -+ - let arrayOffset = 0; -- for (let i = 0; i < values.length; i++) { -- const value = values[i]; -- const info = getUniformSize(value); -- if (typeof value === 'number') { -- uniform.__data[0] = value; -- gl.bufferSubData(gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data); -- } else if (value.isMatrix3) { -+ -+ for ( let i = 0; i < values.length; i ++ ) { -+ -+ const value = values[ i ]; -+ -+ const info = getUniformSize( value ); -+ -+ if ( typeof value === 'number' ) { -+ -+ uniform.__data[ 0 ] = value; -+ gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data ); -+ -+ } else if ( value.isMatrix3 ) { -+ - // manually converting 3x3 to 3x4 - -- uniform.__data[0] = value.elements[0]; -- uniform.__data[1] = value.elements[1]; -- uniform.__data[2] = value.elements[2]; -- uniform.__data[3] = value.elements[0]; -- uniform.__data[4] = value.elements[3]; -- uniform.__data[5] = value.elements[4]; -- uniform.__data[6] = value.elements[5]; -- uniform.__data[7] = value.elements[0]; -- uniform.__data[8] = value.elements[6]; -- uniform.__data[9] = value.elements[7]; -- uniform.__data[10] = value.elements[8]; -- uniform.__data[11] = value.elements[0]; -+ uniform.__data[ 0 ] = value.elements[ 0 ]; -+ uniform.__data[ 1 ] = value.elements[ 1 ]; -+ uniform.__data[ 2 ] = value.elements[ 2 ]; -+ uniform.__data[ 3 ] = value.elements[ 0 ]; -+ uniform.__data[ 4 ] = value.elements[ 3 ]; -+ uniform.__data[ 5 ] = value.elements[ 4 ]; -+ uniform.__data[ 6 ] = value.elements[ 5 ]; -+ uniform.__data[ 7 ] = value.elements[ 0 ]; -+ uniform.__data[ 8 ] = value.elements[ 6 ]; -+ uniform.__data[ 9 ] = value.elements[ 7 ]; -+ uniform.__data[ 10 ] = value.elements[ 8 ]; -+ uniform.__data[ 11 ] = value.elements[ 0 ]; -+ - } else { -- value.toArray(uniform.__data, arrayOffset); -+ -+ value.toArray( uniform.__data, arrayOffset ); -+ - arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; -+ - } -+ - } -- gl.bufferSubData(gl.UNIFORM_BUFFER, offset, uniform.__data); -+ -+ gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); -+ - } -+ - } -- gl.bindBuffer(gl.UNIFORM_BUFFER, null); -+ -+ gl.bindBuffer( gl.UNIFORM_BUFFER, null ); -+ - } -- function hasUniformChanged(uniform, index, cache) { -+ -+ function hasUniformChanged( uniform, index, cache ) { -+ - const value = uniform.value; -- if (cache[index] === undefined) { -+ -+ if ( cache[ index ] === undefined ) { -+ - // cache entry does not exist so far - -- if (typeof value === 'number') { -- cache[index] = value; -+ if ( typeof value === 'number' ) { -+ -+ cache[ index ] = value; -+ - } else { -- const values = Array.isArray(value) ? value : [value]; -+ -+ const values = Array.isArray( value ) ? value : [ value ]; -+ - const tempValues = []; -- for (let i = 0; i < values.length; i++) { -- tempValues.push(values[i].clone()); -+ -+ for ( let i = 0; i < values.length; i ++ ) { -+ -+ tempValues.push( values[ i ].clone() ); -+ - } -- cache[index] = tempValues; -+ -+ cache[ index ] = tempValues; -+ - } -+ - return true; -+ - } else { -+ - // compare current value with cached entry - -- if (typeof value === 'number') { -- if (cache[index] !== value) { -- cache[index] = value; -+ if ( typeof value === 'number' ) { -+ -+ if ( cache[ index ] !== value ) { -+ -+ cache[ index ] = value; - return true; -+ - } -+ - } else { -- const cachedObjects = Array.isArray(cache[index]) ? cache[index] : [cache[index]]; -- const values = Array.isArray(value) ? value : [value]; -- for (let i = 0; i < cachedObjects.length; i++) { -- const cachedObject = cachedObjects[i]; -- if (cachedObject.equals(values[i]) === false) { -- cachedObject.copy(values[i]); -+ -+ const cachedObjects = Array.isArray( cache[ index ] ) ? cache[ index ] : [ cache[ index ] ]; -+ const values = Array.isArray( value ) ? value : [ value ]; -+ -+ for ( let i = 0; i < cachedObjects.length; i ++ ) { -+ -+ const cachedObject = cachedObjects[ i ]; -+ -+ if ( cachedObject.equals( values[ i ] ) === false ) { -+ -+ cachedObject.copy( values[ i ] ); - return true; -+ - } -+ - } -+ - } -+ - } -+ - return false; -+ - } -- function prepareUniformsGroup(uniformsGroup) { -+ -+ function prepareUniformsGroup( uniformsGroup ) { -+ - // determine total buffer size according to the STD140 layout - // Hint: STD140 is the only supported layout in WebGL 2 - - const uniforms = uniformsGroup.uniforms; -+ - let offset = 0; // global buffer offset in bytes - const chunkSize = 16; // size of a chunk in bytes - let chunkOffset = 0; // offset within a single chunk in bytes - -- for (let i = 0, l = uniforms.length; i < l; i++) { -- const uniform = uniforms[i]; -+ for ( let i = 0, l = uniforms.length; i < l; i ++ ) { -+ -+ const uniform = uniforms[ i ]; -+ - const infos = { -- boundary: 0, -- // bytes -+ boundary: 0, // bytes - storage: 0 // bytes - }; - -- const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value]; -- for (let j = 0, jl = values.length; j < jl; j++) { -- const value = values[j]; -- const info = getUniformSize(value); -+ const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; -+ -+ for ( let j = 0, jl = values.length; j < jl; j ++ ) { -+ -+ const value = values[ j ]; -+ -+ const info = getUniformSize( value ); -+ - infos.boundary += info.boundary; - infos.storage += info.storage; -+ - } - - // the following two properties will be used for partial buffer updates - -- uniform.__data = new Float32Array(infos.storage / Float32Array.BYTES_PER_ELEMENT); -+ uniform.__data = new Float32Array( infos.storage / Float32Array.BYTES_PER_ELEMENT ); - uniform.__offset = offset; - - // - -- if (i > 0) { -+ if ( i > 0 ) { -+ - chunkOffset = offset % chunkSize; -+ - const remainingSizeInChunk = chunkSize - chunkOffset; - - // check for chunk overflow - -- if (chunkOffset !== 0 && remainingSizeInChunk - infos.boundary < 0) { -+ if ( chunkOffset !== 0 && ( remainingSizeInChunk - infos.boundary ) < 0 ) { -+ - // add padding and adjust offset - -- offset += chunkSize - chunkOffset; -+ offset += ( chunkSize - chunkOffset ); - uniform.__offset = offset; -+ - } -+ - } -+ - offset += infos.storage; -+ - } - - // ensure correct final padding - - chunkOffset = offset % chunkSize; -- if (chunkOffset > 0) offset += chunkSize - chunkOffset; -+ -+ if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); - - // - - uniformsGroup.__size = offset; - uniformsGroup.__cache = {}; -+ - return this; -+ - } -- function getUniformSize(value) { -+ -+ function getUniformSize( value ) { -+ - const info = { -- boundary: 0, -- // bytes -+ boundary: 0, // bytes - storage: 0 // bytes - }; - - // determine sizes according to STD140 - -- if (typeof value === 'number') { -+ if ( typeof value === 'number' ) { -+ - // float/int - - info.boundary = 4; - info.storage = 4; -- } else if (value.isVector2) { -+ -+ } else if ( value.isVector2 ) { -+ - // vec2 - - info.boundary = 8; - info.storage = 8; -- } else if (value.isVector3 || value.isColor) { -+ -+ } else if ( value.isVector3 || value.isColor ) { -+ - // vec3 - - info.boundary = 16; - info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes -- } else if (value.isVector4) { -+ -+ } else if ( value.isVector4 ) { -+ - // vec4 - - info.boundary = 16; - info.storage = 16; -- } else if (value.isMatrix3) { -+ -+ } else if ( value.isMatrix3 ) { -+ - // mat3 (in STD140 a 3x3 matrix is represented as 3x4) - - info.boundary = 48; - info.storage = 48; -- } else if (value.isMatrix4) { -+ -+ } else if ( value.isMatrix4 ) { -+ - // mat4 - - info.boundary = 64; - info.storage = 64; -- } else if (value.isTexture) { -- console.warn('THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.'); -+ -+ } else if ( value.isTexture ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); -+ - } else { -- console.warn('THREE.WebGLRenderer: Unsupported uniform value type.', value); -+ -+ console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value ); -+ - } -+ - return info; -+ - } -- function onUniformsGroupsDispose(event) { -+ -+ function onUniformsGroupsDispose( event ) { -+ - const uniformsGroup = event.target; -- uniformsGroup.removeEventListener('dispose', onUniformsGroupsDispose); -- const index = allocatedBindingPoints.indexOf(uniformsGroup.__bindingPointIndex); -- allocatedBindingPoints.splice(index, 1); -- gl.deleteBuffer(buffers[uniformsGroup.id]); -- delete buffers[uniformsGroup.id]; -- delete updateList[uniformsGroup.id]; -+ -+ uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose ); -+ -+ const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex ); -+ allocatedBindingPoints.splice( index, 1 ); -+ -+ gl.deleteBuffer( buffers[ uniformsGroup.id ] ); -+ -+ delete buffers[ uniformsGroup.id ]; -+ delete updateList[ uniformsGroup.id ]; -+ - } -+ - function dispose() { -- for (const id in buffers) { -- gl.deleteBuffer(buffers[id]); -+ -+ for ( const id in buffers ) { -+ -+ gl.deleteBuffer( buffers[ id ] ); -+ - } -+ - allocatedBindingPoints = []; - buffers = {}; - updateList = {}; -+ - } -+ - return { -+ - bind: bind, - update: update, -+ - dispose: dispose -+ - }; -+ - } - - function createCanvasElement() { -- const canvas = createElementNS('canvas'); -+ -+ const canvas = createElementNS( 'canvas' ); - canvas.style.display = 'block'; - return canvas; -+ - } --function WebGLRenderer(parameters = {}) { -+ -+function WebGLRenderer( parameters = {} ) { -+ - this.isWebGLRenderer = true; -+ - const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(), - _context = parameters.context !== undefined ? parameters.context : null, -+ - _depth = parameters.depth !== undefined ? parameters.depth : true, - _stencil = parameters.stencil !== undefined ? parameters.stencil : true, - _antialias = parameters.antialias !== undefined ? parameters.antialias : false, - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, - _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', -- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; -+ _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false, -+ _multiviewStereo = parameters.multiviewStereo !== undefined ? parameters.multiviewStereo : false; -+ - let _alpha; -- if (_context !== null) { -+ -+ if ( _context !== null ) { -+ - _alpha = _context.getContextAttributes().alpha; -+ - } else { -+ - _alpha = parameters.alpha !== undefined ? parameters.alpha : false; -+ - } -+ - let currentRenderList = null; - let currentRenderState = null; - -@@ -17488,6 +27435,7 @@ function WebGLRenderer(parameters = {}) { - - // Debug configuration container - this.debug = { -+ - /** - * Enables error checking and reporting when shader programs are being compiled - * @type {boolean} -@@ -17527,6 +27475,7 @@ function WebGLRenderer(parameters = {}) { - // internal properties - - const _this = this; -+ - let _isContextLost = false; - - // internal state cache -@@ -17534,8 +27483,10 @@ function WebGLRenderer(parameters = {}) { - let _currentActiveCubeFace = 0; - let _currentActiveMipmapLevel = 0; - let _currentRenderTarget = null; -- let _currentMaterialId = -1; -+ let _currentMaterialId = - 1; -+ - let _currentCamera = null; -+ - const _currentViewport = new Vector4(); - const _currentScissor = new Vector4(); - let _currentScissorTest = null; -@@ -17544,11 +27495,13 @@ function WebGLRenderer(parameters = {}) { - - let _width = _canvas.width; - let _height = _canvas.height; -+ - let _pixelRatio = 1; - let _opaqueSort = null; - let _transparentSort = null; -- const _viewport = new Vector4(0, 0, _width, _height); -- const _scissor = new Vector4(0, 0, _width, _height); -+ -+ const _viewport = new Vector4( 0, 0, _width, _height ); -+ const _scissor = new Vector4( 0, 0, _width, _height ); - let _scissorTest = false; - - // frustum -@@ -17567,31 +27520,38 @@ function WebGLRenderer(parameters = {}) { - // camera matrices cache - - const _projScreenMatrix = new Matrix4(); -+ - const _vector2 = new Vector2(); - const _vector3 = new Vector3(); -- const _emptyScene = { -- background: null, -- fog: null, -- environment: null, -- overrideMaterial: null, -- isScene: true -- }; -+ -+ const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; -+ - function getTargetPixelRatio() { -+ - return _currentRenderTarget === null ? _pixelRatio : 1; -+ - } - - // initialize - - let _gl = _context; -- function getContext(contextNames, contextAttributes) { -- for (let i = 0; i < contextNames.length; i++) { -- const contextName = contextNames[i]; -- const context = _canvas.getContext(contextName, contextAttributes); -- if (context !== null) return context; -+ -+ function getContext( contextNames, contextAttributes ) { -+ -+ for ( let i = 0; i < contextNames.length; i ++ ) { -+ -+ const contextName = contextNames[ i ]; -+ const context = _canvas.getContext( contextName, contextAttributes ); -+ if ( context !== null ) return context; -+ - } -+ - return null; -+ - } -+ - try { -+ - const contextAttributes = { - alpha: true, - depth: _depth, -@@ -17604,74 +27564,106 @@ function WebGLRenderer(parameters = {}) { - }; - - // OffscreenCanvas does not have setAttribute, see #22811 -- if ('setAttribute' in _canvas) _canvas.setAttribute('data-engine', `three.js r${REVISION}`); -+ if ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); - - // event listeners must be registered before WebGL context is created, see #12753 -- _canvas.addEventListener('webglcontextlost', onContextLost, false); -- _canvas.addEventListener('webglcontextrestored', onContextRestore, false); -- _canvas.addEventListener('webglcontextcreationerror', onContextCreationError, false); -- if (_gl === null) { -- const contextNames = ['webgl2', 'webgl', 'experimental-webgl']; -- if (_this.isWebGL1Renderer === true) { -+ _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); -+ _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); -+ _canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); -+ -+ if ( _gl === null ) { -+ -+ const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; -+ -+ if ( _this.isWebGL1Renderer === true ) { -+ - contextNames.shift(); -+ - } -- _gl = getContext(contextNames, contextAttributes); -- if (_gl === null) { -- if (getContext(contextNames)) { -- throw new Error('Error creating WebGL context with your selected attributes.'); -+ -+ _gl = getContext( contextNames, contextAttributes ); -+ -+ if ( _gl === null ) { -+ -+ if ( getContext( contextNames ) ) { -+ -+ throw new Error( 'Error creating WebGL context with your selected attributes.' ); -+ - } else { -- throw new Error('Error creating WebGL context.'); -+ -+ throw new Error( 'Error creating WebGL context.' ); -+ - } -+ - } -+ - } - - // Some experimental-webgl implementations do not have getShaderPrecisionFormat - -- if (_gl.getShaderPrecisionFormat === undefined) { -+ if ( _gl.getShaderPrecisionFormat === undefined ) { -+ - _gl.getShaderPrecisionFormat = function () { -- return { -- 'rangeMin': 1, -- 'rangeMax': 1, -- 'precision': 1 -- }; -+ -+ return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; -+ - }; -+ - } -- } catch (error) { -- console.error('THREE.WebGLRenderer: ' + error.message); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLRenderer: ' + error.message ); - throw error; -+ - } -+ - let extensions, capabilities, state, info; - let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; - let programCache, materials, renderLists, renderStates, clipping, shadowMap; -+ let multiview; -+ - let background, morphtargets, bufferRenderer, indexedBufferRenderer; -+ - let utils, bindingStates, uniformsGroups; -+ - function initGLContext() { -- extensions = new WebGLExtensions(_gl); -- capabilities = new WebGLCapabilities(_gl, extensions, parameters); -- extensions.init(capabilities); -- utils = new WebGLUtils(_gl, extensions, capabilities); -- state = new WebGLState(_gl, extensions, capabilities); -- info = new WebGLInfo(_gl); -+ -+ extensions = new WebGLExtensions( _gl ); -+ -+ capabilities = new WebGLCapabilities( _gl, extensions, parameters ); -+ -+ extensions.init( capabilities ); -+ -+ utils = new WebGLUtils( _gl, extensions, capabilities ); -+ -+ state = new WebGLState( _gl, extensions, capabilities ); -+ -+ info = new WebGLInfo( _gl ); - properties = new WebGLProperties(); -- textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info); -- cubemaps = new WebGLCubeMaps(_this); -- cubeuvmaps = new WebGLCubeUVMaps(_this); -- attributes = new WebGLAttributes(_gl, capabilities); -- bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities); -- geometries = new WebGLGeometries(_gl, attributes, info, bindingStates); -- objects = new WebGLObjects(_gl, geometries, attributes, info); -- morphtargets = new WebGLMorphtargets(_gl, capabilities, textures); -- clipping = new WebGLClipping(properties); -- programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping); -- materials = new WebGLMaterials(_this, properties); -+ textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); -+ cubemaps = new WebGLCubeMaps( _this ); -+ cubeuvmaps = new WebGLCubeUVMaps( _this ); -+ attributes = new WebGLAttributes( _gl, capabilities ); -+ bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities ); -+ geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); -+ objects = new WebGLObjects( _gl, geometries, attributes, info ); -+ morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); -+ clipping = new WebGLClipping( properties ); -+ programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ); -+ materials = new WebGLMaterials( _this, properties ); - renderLists = new WebGLRenderLists(); -- renderStates = new WebGLRenderStates(extensions, capabilities); -- background = new WebGLBackground(_this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha); -- shadowMap = new WebGLShadowMap(_this, objects, capabilities); -- uniformsGroups = new WebGLUniformsGroups(_gl, info, capabilities, state); -- bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities); -- indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities); -+ renderStates = new WebGLRenderStates( extensions, capabilities ); -+ background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha ); -+ multiview = new WebGLMultiview( _this, extensions, _gl ); -+ shadowMap = new WebGLShadowMap( _this, objects, capabilities ); -+ uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); -+ -+ bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); -+ indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); -+ - info.programs = programCache.programs; -+ - _this.capabilities = capabilities; - _this.extensions = extensions; - _this.properties = properties; -@@ -17679,142 +27671,249 @@ function WebGLRenderer(parameters = {}) { - _this.shadowMap = shadowMap; - _this.state = state; - _this.info = info; -+ - } -+ - initGLContext(); - - // xr - -- const xr = new WebXRManager(_this, _gl); -- this.xr = xr; -+ this.xr = new WebXRManager( _this, _gl, extensions, _multiviewStereo ); - - // API - - this.getContext = function () { -+ - return _gl; -+ - }; -+ - this.getContextAttributes = function () { -+ - return _gl.getContextAttributes(); -+ - }; -+ - this.forceContextLoss = function () { -- const extension = extensions.get('WEBGL_lose_context'); -- if (extension) extension.loseContext(); -+ -+ const extension = extensions.get( 'WEBGL_lose_context' ); -+ if ( extension ) extension.loseContext(); -+ - }; -+ - this.forceContextRestore = function () { -- const extension = extensions.get('WEBGL_lose_context'); -- if (extension) extension.restoreContext(); -+ -+ const extension = extensions.get( 'WEBGL_lose_context' ); -+ if ( extension ) extension.restoreContext(); -+ - }; -+ - this.getPixelRatio = function () { -+ - return _pixelRatio; -+ - }; -- this.setPixelRatio = function (value) { -- if (value === undefined) return; -+ -+ this.setPixelRatio = function ( value ) { -+ -+ if ( value === undefined ) return; -+ - _pixelRatio = value; -- this.setSize(_width, _height, false); -+ -+ this.setSize( _width, _height, false ); -+ - }; -- this.getSize = function (target) { -- return target.set(_width, _height); -+ -+ this.getSize = function ( target ) { -+ -+ return target.set( _width, _height ); -+ - }; -- this.setSize = function (width, height, updateStyle) { -- if (xr.isPresenting) { -- console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.'); -+ -+ this.setSize = function ( width, height, updateStyle ) { -+ -+ if ( this.xr.isPresenting ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; -+ - } -+ - _width = width; - _height = height; -- _canvas.width = Math.floor(width * _pixelRatio); -- _canvas.height = Math.floor(height * _pixelRatio); -- if (updateStyle !== false) { -+ -+ _canvas.width = Math.floor( width * _pixelRatio ); -+ _canvas.height = Math.floor( height * _pixelRatio ); -+ -+ if ( updateStyle !== false ) { -+ - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; -+ - } -- this.setViewport(0, 0, width, height); -+ -+ this.setViewport( 0, 0, width, height ); -+ - }; -- this.getDrawingBufferSize = function (target) { -- return target.set(_width * _pixelRatio, _height * _pixelRatio).floor(); -+ -+ this.getDrawingBufferSize = function ( target ) { -+ -+ return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); -+ - }; -- this.setDrawingBufferSize = function (width, height, pixelRatio) { -+ -+ this.setDrawingBufferSize = function ( width, height, pixelRatio ) { -+ - _width = width; - _height = height; -+ - _pixelRatio = pixelRatio; -- _canvas.width = Math.floor(width * pixelRatio); -- _canvas.height = Math.floor(height * pixelRatio); -- this.setViewport(0, 0, width, height); -+ -+ _canvas.width = Math.floor( width * pixelRatio ); -+ _canvas.height = Math.floor( height * pixelRatio ); -+ -+ this.setViewport( 0, 0, width, height ); -+ - }; -- this.getCurrentViewport = function (target) { -- return target.copy(_currentViewport); -+ -+ this.getCurrentViewport = function ( target ) { -+ -+ return target.copy( _currentViewport ); -+ - }; -- this.getViewport = function (target) { -- return target.copy(_viewport); -+ -+ this.getViewport = function ( target ) { -+ -+ return target.copy( _viewport ); -+ - }; -- this.setViewport = function (x, y, width, height) { -- if (x.isVector4) { -- _viewport.set(x.x, x.y, x.z, x.w); -+ -+ this.setViewport = function ( x, y, width, height ) { -+ -+ if ( x.isVector4 ) { -+ -+ _viewport.set( x.x, x.y, x.z, x.w ); -+ - } else { -- _viewport.set(x, y, width, height); -+ -+ _viewport.set( x, y, width, height ); -+ - } -- state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor()); -+ -+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); -+ - }; -- this.getScissor = function (target) { -- return target.copy(_scissor); -+ -+ this.getScissor = function ( target ) { -+ -+ return target.copy( _scissor ); -+ - }; -- this.setScissor = function (x, y, width, height) { -- if (x.isVector4) { -- _scissor.set(x.x, x.y, x.z, x.w); -+ -+ this.setScissor = function ( x, y, width, height ) { -+ -+ if ( x.isVector4 ) { -+ -+ _scissor.set( x.x, x.y, x.z, x.w ); -+ - } else { -- _scissor.set(x, y, width, height); -+ -+ _scissor.set( x, y, width, height ); -+ - } -- state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor()); -+ -+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); -+ - }; -+ - this.getScissorTest = function () { -+ - return _scissorTest; -+ - }; -- this.setScissorTest = function (boolean) { -- state.setScissorTest(_scissorTest = boolean); -+ -+ this.setScissorTest = function ( boolean ) { -+ -+ state.setScissorTest( _scissorTest = boolean ); -+ - }; -- this.setOpaqueSort = function (method) { -+ -+ this.setOpaqueSort = function ( method ) { -+ - _opaqueSort = method; -+ - }; -- this.setTransparentSort = function (method) { -+ -+ this.setTransparentSort = function ( method ) { -+ - _transparentSort = method; -+ - }; - - // Clearing - -- this.getClearColor = function (target) { -- return target.copy(background.getClearColor()); -+ this.getClearColor = function ( target ) { -+ -+ return target.copy( background.getClearColor() ); -+ - }; -+ - this.setClearColor = function () { -- background.setClearColor.apply(background, arguments); -+ -+ background.setClearColor.apply( background, arguments ); -+ - }; -+ - this.getClearAlpha = function () { -+ - return background.getClearAlpha(); -+ - }; -+ - this.setClearAlpha = function () { -- background.setClearAlpha.apply(background, arguments); -+ -+ background.setClearAlpha.apply( background, arguments ); -+ - }; -- this.clear = function (color = true, depth = true, stencil = true) { -+ -+ this.clear = function ( color = true, depth = true, stencil = true ) { -+ - let bits = 0; -- if (color) bits |= _gl.COLOR_BUFFER_BIT; -- if (depth) bits |= _gl.DEPTH_BUFFER_BIT; -- if (stencil) bits |= _gl.STENCIL_BUFFER_BIT; -- _gl.clear(bits); -+ -+ if ( color ) bits |= _gl.COLOR_BUFFER_BIT; -+ if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT; -+ if ( stencil ) bits |= _gl.STENCIL_BUFFER_BIT; -+ -+ _gl.clear( bits ); -+ - }; -+ - this.clearColor = function () { -- this.clear(true, false, false); -+ -+ this.clear( true, false, false ); -+ - }; -+ - this.clearDepth = function () { -- this.clear(false, true, false); -+ -+ this.clear( false, true, false ); -+ - }; -+ - this.clearStencil = function () { -- this.clear(false, false, true); -+ -+ this.clear( false, false, true ); -+ - }; - - // - - this.dispose = function () { -- _canvas.removeEventListener('webglcontextlost', onContextLost, false); -- _canvas.removeEventListener('webglcontextrestored', onContextRestore, false); -- _canvas.removeEventListener('webglcontextcreationerror', onContextCreationError, false); -+ -+ _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); -+ _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); -+ _canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); -+ - renderLists.dispose(); - renderStates.dispose(); - properties.dispose(); -@@ -17824,512 +27923,846 @@ function WebGLRenderer(parameters = {}) { - bindingStates.dispose(); - uniformsGroups.dispose(); - programCache.dispose(); -- xr.dispose(); -- xr.removeEventListener('sessionstart', onXRSessionStart); -- xr.removeEventListener('sessionend', onXRSessionEnd); -- if (_transmissionRenderTarget) { -+ -+ this.xr.dispose(); -+ -+ this.xr.removeEventListener( 'sessionstart', onXRSessionStart ); -+ this.xr.removeEventListener( 'sessionend', onXRSessionEnd ); -+ -+ if ( _transmissionRenderTarget ) { -+ - _transmissionRenderTarget.dispose(); - _transmissionRenderTarget = null; -+ - } -+ - animation.stop(); -+ - }; - - // Events - -- function onContextLost(event) { -+ function onContextLost( event ) { -+ - event.preventDefault(); -- console.log('THREE.WebGLRenderer: Context Lost.'); -+ -+ console.log( 'THREE.WebGLRenderer: Context Lost.' ); -+ - _isContextLost = true; -+ - } -- function onContextRestore( /* event */ -- ) { -- console.log('THREE.WebGLRenderer: Context Restored.'); -+ -+ function onContextRestore( /* event */ ) { -+ -+ console.log( 'THREE.WebGLRenderer: Context Restored.' ); -+ - _isContextLost = false; -+ - const infoAutoReset = info.autoReset; - const shadowMapEnabled = shadowMap.enabled; - const shadowMapAutoUpdate = shadowMap.autoUpdate; - const shadowMapNeedsUpdate = shadowMap.needsUpdate; - const shadowMapType = shadowMap.type; -+ - initGLContext(); -+ - info.autoReset = infoAutoReset; - shadowMap.enabled = shadowMapEnabled; - shadowMap.autoUpdate = shadowMapAutoUpdate; - shadowMap.needsUpdate = shadowMapNeedsUpdate; - shadowMap.type = shadowMapType; -+ - } -- function onContextCreationError(event) { -- console.error('THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage); -+ -+ function onContextCreationError( event ) { -+ -+ console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); -+ - } -- function onMaterialDispose(event) { -+ -+ function onMaterialDispose( event ) { -+ - const material = event.target; -- material.removeEventListener('dispose', onMaterialDispose); -- deallocateMaterial(material); -+ -+ material.removeEventListener( 'dispose', onMaterialDispose ); -+ -+ deallocateMaterial( material ); -+ - } - - // Buffer deallocation - -- function deallocateMaterial(material) { -- releaseMaterialProgramReferences(material); -- properties.remove(material); -+ function deallocateMaterial( material ) { -+ -+ releaseMaterialProgramReferences( material ); -+ -+ properties.remove( material ); -+ - } -- function releaseMaterialProgramReferences(material) { -- const programs = properties.get(material).programs; -- if (programs !== undefined) { -- programs.forEach(function (program) { -- programCache.releaseProgram(program); -- }); -- if (material.isShaderMaterial) { -- programCache.releaseShaderCache(material); -+ -+ -+ function releaseMaterialProgramReferences( material ) { -+ -+ const programs = properties.get( material ).programs; -+ -+ if ( programs !== undefined ) { -+ -+ programs.forEach( function ( program ) { -+ -+ programCache.releaseProgram( program ); -+ -+ } ); -+ -+ if ( material.isShaderMaterial ) { -+ -+ programCache.releaseShaderCache( material ); -+ - } -+ - } -+ - } - - // Buffer rendering - -- this.renderBufferDirect = function (camera, scene, geometry, material, object, group) { -- if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) -+ this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { -+ -+ if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) - -- const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0; -- const program = setProgram(camera, scene, geometry, material, object); -- state.setMaterial(material, frontFaceCW); -+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); -+ -+ const program = setProgram( camera, scene, geometry, material, object ); -+ -+ state.setMaterial( material, frontFaceCW ); - - // - - let index = geometry.index; - let rangeFactor = 1; -- if (material.wireframe === true) { -- index = geometries.getWireframeAttribute(geometry); -+ -+ if ( material.wireframe === true ) { -+ -+ index = geometries.getWireframeAttribute( geometry ); - rangeFactor = 2; -+ - } - - // - - const drawRange = geometry.drawRange; - const position = geometry.attributes.position; -+ - let drawStart = drawRange.start * rangeFactor; -- let drawEnd = (drawRange.start + drawRange.count) * rangeFactor; -- if (group !== null) { -- drawStart = Math.max(drawStart, group.start * rangeFactor); -- drawEnd = Math.min(drawEnd, (group.start + group.count) * rangeFactor); -- } -- if (index !== null) { -- drawStart = Math.max(drawStart, 0); -- drawEnd = Math.min(drawEnd, index.count); -- } else if (position !== undefined && position !== null) { -- drawStart = Math.max(drawStart, 0); -- drawEnd = Math.min(drawEnd, position.count); -+ let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; -+ -+ if ( group !== null ) { -+ -+ drawStart = Math.max( drawStart, group.start * rangeFactor ); -+ drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); -+ -+ } -+ -+ if ( index !== null ) { -+ -+ drawStart = Math.max( drawStart, 0 ); -+ drawEnd = Math.min( drawEnd, index.count ); -+ -+ } else if ( position !== undefined && position !== null ) { -+ -+ drawStart = Math.max( drawStart, 0 ); -+ drawEnd = Math.min( drawEnd, position.count ); -+ - } -+ - const drawCount = drawEnd - drawStart; -- if (drawCount < 0 || drawCount === Infinity) return; -+ -+ if ( drawCount < 0 || drawCount === Infinity ) return; - - // - -- bindingStates.setup(object, material, program, geometry, index); -+ bindingStates.setup( object, material, program, geometry, index ); -+ - let attribute; - let renderer = bufferRenderer; -- if (index !== null) { -- attribute = attributes.get(index); -+ -+ if ( index !== null ) { -+ -+ attribute = attributes.get( index ); -+ - renderer = indexedBufferRenderer; -- renderer.setIndex(attribute); -+ renderer.setIndex( attribute ); -+ - } - - // - -- if (object.isMesh) { -- if (material.wireframe === true) { -- state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio()); -- renderer.setMode(_gl.LINES); -+ if ( object.isMesh ) { -+ -+ if ( material.wireframe === true ) { -+ -+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); -+ renderer.setMode( _gl.LINES ); -+ - } else { -- renderer.setMode(_gl.TRIANGLES); -+ -+ renderer.setMode( _gl.TRIANGLES ); -+ - } -- } else if (object.isLine) { -+ -+ } else if ( object.isLine ) { -+ - let lineWidth = material.linewidth; -- if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material - -- state.setLineWidth(lineWidth * getTargetPixelRatio()); -- if (object.isLineSegments) { -- renderer.setMode(_gl.LINES); -- } else if (object.isLineLoop) { -- renderer.setMode(_gl.LINE_LOOP); -+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material -+ -+ state.setLineWidth( lineWidth * getTargetPixelRatio() ); -+ -+ if ( object.isLineSegments ) { -+ -+ renderer.setMode( _gl.LINES ); -+ -+ } else if ( object.isLineLoop ) { -+ -+ renderer.setMode( _gl.LINE_LOOP ); -+ - } else { -- renderer.setMode(_gl.LINE_STRIP); -+ -+ renderer.setMode( _gl.LINE_STRIP ); -+ - } -- } else if (object.isPoints) { -- renderer.setMode(_gl.POINTS); -- } else if (object.isSprite) { -- renderer.setMode(_gl.TRIANGLES); -+ -+ } else if ( object.isPoints ) { -+ -+ renderer.setMode( _gl.POINTS ); -+ -+ } else if ( object.isSprite ) { -+ -+ renderer.setMode( _gl.TRIANGLES ); -+ - } -- if (object.isInstancedMesh) { -- renderer.renderInstances(drawStart, drawCount, object.count); -- } else if (geometry.isInstancedBufferGeometry) { -+ -+ if ( object.isInstancedMesh ) { -+ -+ renderer.renderInstances( drawStart, drawCount, object.count ); -+ -+ } else if ( geometry.isInstancedBufferGeometry ) { -+ - const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; -- const instanceCount = Math.min(geometry.instanceCount, maxInstanceCount); -- renderer.renderInstances(drawStart, drawCount, instanceCount); -+ const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); -+ -+ renderer.renderInstances( drawStart, drawCount, instanceCount ); -+ - } else { -- renderer.render(drawStart, drawCount); -+ -+ renderer.render( drawStart, drawCount ); -+ - } -+ - }; - - // Compile - -- this.compile = function (scene, camera) { -- function prepare(material, scene, object) { -- if (material.transparent === true && material.side === TwoPassDoubleSide) { -+ this.compile = function ( scene, camera ) { -+ -+ function prepare( material, scene, object ) { -+ -+ if ( material.transparent === true && material.side === TwoPassDoubleSide ) { -+ - material.side = BackSide; - material.needsUpdate = true; -- getProgram(material, scene, object); -+ getProgram( material, scene, object ); -+ - material.side = FrontSide; - material.needsUpdate = true; -- getProgram(material, scene, object); -+ getProgram( material, scene, object ); -+ - material.side = TwoPassDoubleSide; -+ - } else { -- getProgram(material, scene, object); -+ -+ getProgram( material, scene, object ); -+ - } -+ - } -- currentRenderState = renderStates.get(scene); -+ -+ currentRenderState = renderStates.get( scene ); - currentRenderState.init(); -- renderStateStack.push(currentRenderState); -- scene.traverseVisible(function (object) { -- if (object.isLight && object.layers.test(camera.layers)) { -- currentRenderState.pushLight(object); -- if (object.castShadow) { -- currentRenderState.pushShadow(object); -+ -+ renderStateStack.push( currentRenderState ); -+ -+ scene.traverseVisible( function ( object ) { -+ -+ if ( object.isLight && object.layers.test( camera.layers ) ) { -+ -+ currentRenderState.pushLight( object ); -+ -+ if ( object.castShadow ) { -+ -+ currentRenderState.pushShadow( object ); -+ - } -+ - } -- }); -- currentRenderState.setupLights(_this.physicallyCorrectLights); -- scene.traverse(function (object) { -+ -+ } ); -+ -+ currentRenderState.setupLights( _this.physicallyCorrectLights ); -+ -+ scene.traverse( function ( object ) { -+ - const material = object.material; -- if (material) { -- if (Array.isArray(material)) { -- for (let i = 0; i < material.length; i++) { -- const material2 = material[i]; -- prepare(material2, scene, object); -+ -+ if ( material ) { -+ -+ if ( Array.isArray( material ) ) { -+ -+ for ( let i = 0; i < material.length; i ++ ) { -+ -+ const material2 = material[ i ]; -+ -+ prepare( material2, scene, object ); -+ - } -+ - } else { -- prepare(material, scene, object); -+ -+ prepare( material, scene, object ); -+ - } -+ - } -- }); -+ -+ } ); -+ - renderStateStack.pop(); - currentRenderState = null; -+ - }; - - // Animation Loop - - let onAnimationFrameCallback = null; -- function onAnimationFrame(time) { -- if (onAnimationFrameCallback) onAnimationFrameCallback(time); -+ -+ function onAnimationFrame( time ) { -+ -+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); -+ - } -+ - function onXRSessionStart() { -+ - animation.stop(); -+ - } -+ - function onXRSessionEnd() { -+ - animation.start(); -+ - } -+ - const animation = new WebGLAnimation(); -- animation.setAnimationLoop(onAnimationFrame); -- if (typeof self !== 'undefined') animation.setContext(self); -- this.setAnimationLoop = function (callback) { -+ animation.setAnimationLoop( onAnimationFrame ); -+ -+ if ( typeof self !== 'undefined' ) animation.setContext( self ); -+ -+ this.setAnimationLoop = function ( callback ) { -+ - onAnimationFrameCallback = callback; -- xr.setAnimationLoop(callback); -- callback === null ? animation.stop() : animation.start(); -+ this.xr.setAnimationLoop( callback ); -+ -+ ( callback === null ) ? animation.stop() : animation.start(); -+ - }; -- xr.addEventListener('sessionstart', onXRSessionStart); -- xr.addEventListener('sessionend', onXRSessionEnd); -+ -+ this.animation = animation; -+ -+ this.xr.addEventListener( 'sessionstart', onXRSessionStart ); -+ this.xr.addEventListener( 'sessionend', onXRSessionEnd ); - - // Rendering - -- this.render = function (scene, camera) { -- if (camera !== undefined && camera.isCamera !== true) { -- console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.'); -+ this.render = function ( scene, camera ) { -+ -+ if ( camera !== undefined && camera.isCamera !== true ) { -+ -+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; -+ - } -- if (_isContextLost === true) return; - -- // update scene graph -+ if ( _isContextLost === true ) return; -+ -+ // update scene graph -+ -+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); -+ -+ // update camera matrices and frustum -+ -+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); - -- if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld(); -+ if ( this.xr.enabled === true && this.xr.isPresenting === true ) { - -- // update camera matrices and frustum -+ if ( this.xr.cameraAutoUpdate === true ) this.xr.updateCamera( camera ); -+ -+ camera = this.xr.getCamera(); // use XR camera for rendering - -- if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld(); -- if (xr.enabled === true && xr.isPresenting === true) { -- if (xr.cameraAutoUpdate === true) xr.updateCamera(camera); -- camera = xr.getCamera(); // use XR camera for rendering - } - - // -- if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget); -- currentRenderState = renderStates.get(scene, renderStateStack.length); -+ if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); -+ -+ currentRenderState = renderStates.get( scene, renderStateStack.length ); - currentRenderState.init(); -- renderStateStack.push(currentRenderState); -- _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); -- _frustum.setFromProjectionMatrix(_projScreenMatrix); -+ -+ renderStateStack.push( currentRenderState ); -+ -+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); -+ _frustum.setFromProjectionMatrix( _projScreenMatrix ); -+ - _localClippingEnabled = this.localClippingEnabled; -- _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera); -- currentRenderList = renderLists.get(scene, renderListStack.length); -+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); -+ -+ currentRenderList = renderLists.get( scene, renderListStack.length ); - currentRenderList.init(); -- renderListStack.push(currentRenderList); -- projectObject(scene, camera, 0, _this.sortObjects); -+ -+ renderListStack.push( currentRenderList ); -+ -+ projectObject( scene, camera, 0, _this.sortObjects ); -+ - currentRenderList.finish(); -- if (_this.sortObjects === true) { -- currentRenderList.sort(_opaqueSort, _transparentSort); -+ -+ if ( _this.sortObjects === true ) { -+ -+ currentRenderList.sort( _opaqueSort, _transparentSort ); -+ - } - - // - -- if (_clippingEnabled === true) clipping.beginShadows(); -+ if ( _clippingEnabled === true ) clipping.beginShadows(); -+ - const shadowsArray = currentRenderState.state.shadowsArray; -- shadowMap.render(shadowsArray, scene, camera); -- if (_clippingEnabled === true) clipping.endShadows(); -+ -+ shadowMap.render( shadowsArray, scene, camera ); -+ -+ if ( _clippingEnabled === true ) clipping.endShadows(); - - // - -- if (this.info.autoReset === true) this.info.reset(); -+ if ( this.info.autoReset === true ) this.info.reset(); - - // - -- background.render(currentRenderList, scene); -+ background.render( currentRenderList, scene ); - - // render scene - -- currentRenderState.setupLights(_this.physicallyCorrectLights); -- if (camera.isArrayCamera) { -- const cameras = camera.cameras; -- for (let i = 0, l = cameras.length; i < l; i++) { -- const camera2 = cameras[i]; -- renderScene(currentRenderList, scene, camera2, camera2.viewport); -+ currentRenderState.setupLights( _this.physicallyCorrectLights ); -+ -+ if ( camera.isArrayCamera ) { -+ -+ -+ if ( this.xr.enabled && this.xr.isMultiview ) { -+ -+ textures.deferTextureUploads = true; -+ -+ renderScene( currentRenderList, scene, camera, camera.cameras[ 0 ].viewport ); -+ -+ } else { -+ -+ const cameras = camera.cameras; -+ -+ for ( let i = 0, l = cameras.length; i < l; i ++ ) { -+ -+ const camera2 = cameras[ i ]; -+ -+ renderScene( currentRenderList, scene, camera2, camera2.viewport ); -+ -+ } -+ - } -+ - } else { -- renderScene(currentRenderList, scene, camera); -+ -+ renderScene( currentRenderList, scene, camera ); -+ - } - - // - -- if (_currentRenderTarget !== null) { -+ if ( _currentRenderTarget !== null ) { -+ - // resolve multisample renderbuffers to a single-sample texture if necessary - -- textures.updateMultisampleRenderTarget(_currentRenderTarget); -+ textures.updateMultisampleRenderTarget( _currentRenderTarget ); - - // Generate mipmap if we're using any kind of mipmap filtering - -- textures.updateRenderTargetMipmap(_currentRenderTarget); -+ textures.updateRenderTargetMipmap( _currentRenderTarget ); -+ - } - - // - -- if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); -+ if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); - -+ textures.runDeferredUploads(); - // _gl.finish(); - - bindingStates.resetDefaultState(); -- _currentMaterialId = -1; -+ _currentMaterialId = - 1; - _currentCamera = null; -+ - renderStateStack.pop(); -- if (renderStateStack.length > 0) { -- currentRenderState = renderStateStack[renderStateStack.length - 1]; -+ -+ if ( renderStateStack.length > 0 ) { -+ -+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; -+ - } else { -+ - currentRenderState = null; -+ - } -+ - renderListStack.pop(); -- if (renderListStack.length > 0) { -- currentRenderList = renderListStack[renderListStack.length - 1]; -+ -+ if ( renderListStack.length > 0 ) { -+ -+ currentRenderList = renderListStack[ renderListStack.length - 1 ]; -+ - } else { -+ - currentRenderList = null; -+ - } -+ - }; -- function projectObject(object, camera, groupOrder, sortObjects) { -- if (object.visible === false) return; -- const visible = object.layers.test(camera.layers); -- if (visible) { -- if (object.isGroup) { -+ -+ function projectObject( object, camera, groupOrder, sortObjects ) { -+ -+ if ( object.visible === false ) return; -+ -+ const visible = object.layers.test( camera.layers ); -+ -+ if ( visible ) { -+ -+ if ( object.isGroup ) { -+ - groupOrder = object.renderOrder; -- } else if (object.isLOD) { -- if (object.autoUpdate === true) object.update(camera); -- } else if (object.isLight) { -- currentRenderState.pushLight(object); -- if (object.castShadow) { -- currentRenderState.pushShadow(object); -- } -- } else if (object.isSprite) { -- if (!object.frustumCulled || _frustum.intersectsSprite(object)) { -- if (sortObjects) { -- _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); -+ -+ } else if ( object.isLOD ) { -+ -+ if ( object.autoUpdate === true ) object.update( camera ); -+ -+ } else if ( object.isLight ) { -+ -+ currentRenderState.pushLight( object ); -+ -+ if ( object.castShadow ) { -+ -+ currentRenderState.pushShadow( object ); -+ -+ } -+ -+ } else if ( object.isSprite ) { -+ -+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { -+ -+ if ( sortObjects ) { -+ -+ _vector3.setFromMatrixPosition( object.matrixWorld ) -+ .applyMatrix4( _projScreenMatrix ); -+ - } -- const geometry = objects.update(object); -+ -+ const geometry = objects.update( object ); - const material = object.material; -- if (material.visible) { -- currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); -+ -+ if ( material.visible ) { -+ -+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); -+ - } -+ - } -- } else if (object.isMesh || object.isLine || object.isPoints) { -- if (object.isSkinnedMesh) { -+ -+ } else if ( object.isMesh || object.isLine || object.isPoints ) { -+ -+ if ( object.isSkinnedMesh ) { -+ - // update skeleton only once in a frame - -- if (object.skeleton.frame !== info.render.frame) { -+ if ( object.skeleton.frame !== info.render.frame ) { -+ - object.skeleton.update(); - object.skeleton.frame = info.render.frame; -+ - } -+ - } -- if (!object.frustumCulled || _frustum.intersectsObject(object)) { -- if (sortObjects) { -- _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); -+ -+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { -+ -+ if ( sortObjects ) { -+ -+ _vector3.setFromMatrixPosition( object.matrixWorld ) -+ .applyMatrix4( _projScreenMatrix ); -+ - } -- const geometry = objects.update(object); -+ -+ const geometry = objects.update( object ); - const material = object.material; -- if (Array.isArray(material)) { -+ -+ if ( Array.isArray( material ) ) { -+ - const groups = geometry.groups; -- for (let i = 0, l = groups.length; i < l; i++) { -- const group = groups[i]; -- const groupMaterial = material[group.materialIndex]; -- if (groupMaterial && groupMaterial.visible) { -- currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ const group = groups[ i ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ if ( groupMaterial && groupMaterial.visible ) { -+ -+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); -+ - } -+ - } -- } else if (material.visible) { -- currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); -+ -+ } else if ( material.visible ) { -+ -+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); -+ - } -+ - } -+ - } -+ - } -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- projectObject(children[i], camera, groupOrder, sortObjects); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ projectObject( children[ i ], camera, groupOrder, sortObjects ); -+ - } -+ - } -- function renderScene(currentRenderList, scene, camera, viewport) { -+ -+ function renderScene( currentRenderList, scene, camera, viewport ) { -+ - const opaqueObjects = currentRenderList.opaque; - const transmissiveObjects = currentRenderList.transmissive; - const transparentObjects = currentRenderList.transparent; -- currentRenderState.setupLightsView(camera); -- if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera); -- if (viewport) state.viewport(_currentViewport.copy(viewport)); -- if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera); -- if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera); -- if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); -+ -+ currentRenderState.setupLightsView( camera ); -+ -+ if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera ); -+ -+ if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); -+ -+ if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); -+ if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); -+ if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); - - // Ensure depth buffer writing is enabled so it can be cleared on next render - -- state.buffers.depth.setTest(true); -- state.buffers.depth.setMask(true); -- state.buffers.color.setMask(true); -- state.setPolygonOffset(false); -+ state.buffers.depth.setTest( true ); -+ state.buffers.depth.setMask( true ); -+ state.buffers.color.setMask( true ); -+ -+ state.setPolygonOffset( false ); -+ - } -- function renderTransmissionPass(opaqueObjects, scene, camera) { -+ -+ function renderTransmissionPass( opaqueObjects, scene, camera ) { -+ - const isWebGL2 = capabilities.isWebGL2; -- if (_transmissionRenderTarget === null) { -- _transmissionRenderTarget = new WebGLRenderTarget(1, 1, { -+ -+ if ( _transmissionRenderTarget === null ) { -+ -+ _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, { - generateMipmaps: true, -- type: extensions.has('EXT_color_buffer_half_float') ? HalfFloatType : UnsignedByteType, -+ type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType, - minFilter: LinearMipmapLinearFilter, -- samples: isWebGL2 && _antialias === true ? 4 : 0 -- }); -+ samples: ( isWebGL2 && _antialias === true ) ? 4 : 0 -+ } ); -+ - } -- _this.getDrawingBufferSize(_vector2); -- if (isWebGL2) { -- _transmissionRenderTarget.setSize(_vector2.x, _vector2.y); -+ -+ _this.getDrawingBufferSize( _vector2 ); -+ -+ if ( isWebGL2 ) { -+ -+ _transmissionRenderTarget.setSize( _vector2.x, _vector2.y ); -+ - } else { -- _transmissionRenderTarget.setSize(floorPowerOfTwo(_vector2.x), floorPowerOfTwo(_vector2.y)); -+ -+ _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) ); -+ - } - - // - - const currentRenderTarget = _this.getRenderTarget(); -- _this.setRenderTarget(_transmissionRenderTarget); -+ _this.setRenderTarget( _transmissionRenderTarget ); - _this.clear(); - - // Turn off the features which can affect the frag color for opaque objects pass. - // Otherwise they are applied twice in opaque objects pass and transmission objects pass. - const currentToneMapping = _this.toneMapping; - _this.toneMapping = NoToneMapping; -- renderObjects(opaqueObjects, scene, camera); -+ -+ renderObjects( opaqueObjects, scene, camera ); -+ - _this.toneMapping = currentToneMapping; -- textures.updateMultisampleRenderTarget(_transmissionRenderTarget); -- textures.updateRenderTargetMipmap(_transmissionRenderTarget); -- _this.setRenderTarget(currentRenderTarget); -+ -+ textures.updateMultisampleRenderTarget( _transmissionRenderTarget ); -+ textures.updateRenderTargetMipmap( _transmissionRenderTarget ); -+ -+ _this.setRenderTarget( currentRenderTarget ); -+ - } -- function renderObjects(renderList, scene, camera) { -+ -+ function renderObjects( renderList, scene, camera ) { -+ - const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; -- for (let i = 0, l = renderList.length; i < l; i++) { -- const renderItem = renderList[i]; -+ -+ for ( let i = 0, l = renderList.length; i < l; i ++ ) { -+ -+ const renderItem = renderList[ i ]; -+ - const object = renderItem.object; - const geometry = renderItem.geometry; - const material = overrideMaterial === null ? renderItem.material : overrideMaterial; - const group = renderItem.group; -- if (object.layers.test(camera.layers)) { -- renderObject(object, scene, camera, geometry, material, group); -+ -+ if ( object.layers.test( camera.layers ) ) { -+ -+ renderObject( object, scene, camera, geometry, material, group ); -+ - } -+ - } -+ - } -- function renderObject(object, scene, camera, geometry, material, group) { -- object.onBeforeRender(_this, scene, camera, geometry, material, group); -- object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld); -- object.normalMatrix.getNormalMatrix(object.modelViewMatrix); -- material.onBeforeRender(_this, scene, camera, geometry, object, group); -- if (material.transparent === true && material.side === TwoPassDoubleSide) { -+ -+ function renderObject( object, scene, camera, geometry, material, group ) { -+ -+ object.onBeforeRender( _this, scene, camera, geometry, material, group ); -+ -+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); -+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); -+ -+ material.onBeforeRender( _this, scene, camera, geometry, object, group ); -+ -+ if ( material.transparent === true && material.side === TwoPassDoubleSide ) { -+ - material.side = BackSide; - material.needsUpdate = true; -- _this.renderBufferDirect(camera, scene, geometry, material, object, group); -+ _this.renderBufferDirect( camera, scene, geometry, material, object, group ); -+ - material.side = FrontSide; - material.needsUpdate = true; -- _this.renderBufferDirect(camera, scene, geometry, material, object, group); -+ _this.renderBufferDirect( camera, scene, geometry, material, object, group ); -+ - material.side = TwoPassDoubleSide; -+ - } else { -- _this.renderBufferDirect(camera, scene, geometry, material, object, group); -+ -+ _this.renderBufferDirect( camera, scene, geometry, material, object, group ); -+ - } -- object.onAfterRender(_this, scene, camera, geometry, material, group); -+ -+ object.onAfterRender( _this, scene, camera, geometry, material, group ); -+ - } -- function getProgram(material, scene, object) { -- if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - -- const materialProperties = properties.get(material); -+ function getProgram( material, scene, object ) { -+ -+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... -+ -+ const materialProperties = properties.get( material ); -+ - const lights = currentRenderState.state.lights; - const shadowsArray = currentRenderState.state.shadowsArray; -+ - const lightsStateVersion = lights.state.version; -- const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object); -- const programCacheKey = programCache.getProgramCacheKey(parameters); -+ -+ const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); -+ const programCacheKey = programCache.getProgramCacheKey( parameters ); -+ - let programs = materialProperties.programs; - - // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change - - materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; - materialProperties.fog = scene.fog; -- materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment); -- if (programs === undefined) { -+ materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment ); -+ -+ if ( programs === undefined ) { -+ - // new material - -- material.addEventListener('dispose', onMaterialDispose); -+ material.addEventListener( 'dispose', onMaterialDispose ); -+ - programs = new Map(); - materialProperties.programs = programs; -+ - } -- let program = programs.get(programCacheKey); -- if (program !== undefined) { -+ -+ let program = programs.get( programCacheKey ); -+ -+ if ( program !== undefined ) { -+ - // early out if program and light state is identical - -- if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) { -- updateCommonMaterialProperties(material, parameters); -+ if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { -+ -+ updateCommonMaterialProperties( material, parameters ); -+ - return program; -+ - } -+ - } else { -- parameters.uniforms = programCache.getUniforms(material); -- material.onBuild(object, parameters, _this); -- material.onBeforeCompile(parameters, _this); -- program = programCache.acquireProgram(parameters, programCacheKey); -- programs.set(programCacheKey, program); -+ -+ parameters.uniforms = programCache.getUniforms( material ); -+ -+ material.onBuild( object, parameters, _this ); -+ -+ material.onBeforeCompile( parameters, _this ); -+ -+ program = programCache.acquireProgram( parameters, programCacheKey ); -+ programs.set( programCacheKey, program ); -+ - materialProperties.uniforms = parameters.uniforms; -+ - } -+ - const uniforms = materialProperties.uniforms; -- if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) { -+ -+ if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { -+ - uniforms.clippingPlanes = clipping.uniform; -+ - } -- updateCommonMaterialProperties(material, parameters); -+ -+ updateCommonMaterialProperties( material, parameters ); - - // store the light setup it was created for - -- materialProperties.needsLights = materialNeedsLights(material); -+ materialProperties.needsLights = materialNeedsLights( material ); - materialProperties.lightsStateVersion = lightsStateVersion; -- if (materialProperties.needsLights) { -+ -+ if ( materialProperties.needsLights ) { -+ - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = lights.state.ambient; -@@ -18344,6 +28777,7 @@ function WebGLRenderer(parameters = {}) { - uniforms.pointLights.value = lights.state.point; - uniforms.pointLightShadows.value = lights.state.pointShadow; - uniforms.hemisphereLights.value = lights.state.hemi; -+ - uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; - uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; - uniforms.spotShadowMap.value = lights.state.spotShadowMap; -@@ -18352,16 +28786,23 @@ function WebGLRenderer(parameters = {}) { - uniforms.pointShadowMap.value = lights.state.pointShadowMap; - uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms -+ - } - - const progUniforms = program.getUniforms(); -- const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms); -+ const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); -+ - materialProperties.currentProgram = program; - materialProperties.uniformsList = uniformsList; -+ - return program; -+ - } -- function updateCommonMaterialProperties(material, parameters) { -- const materialProperties = properties.get(material); -+ -+ function updateCommonMaterialProperties( material, parameters ) { -+ -+ const materialProperties = properties.get( material ); -+ - materialProperties.outputEncoding = parameters.outputEncoding; - materialProperties.instancing = parameters.instancing; - materialProperties.skinning = parameters.skinning; -@@ -18374,167 +28815,317 @@ function WebGLRenderer(parameters = {}) { - materialProperties.vertexAlphas = parameters.vertexAlphas; - materialProperties.vertexTangents = parameters.vertexTangents; - materialProperties.toneMapping = parameters.toneMapping; -+ materialProperties.numMultiviewViews = parameters.numMultiviewViews; -+ - } -- function setProgram(camera, scene, geometry, material, object) { -- if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... -+ -+ function setProgram( camera, scene, geometry, material, object ) { -+ -+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - - textures.resetTextureUnits(); -+ - const fog = scene.fog; - const environment = material.isMeshStandardMaterial ? scene.environment : null; -- const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding; -- const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment); -- const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4; -- const vertexTangents = !!material.normalMap && !!geometry.attributes.tangent; -- const morphTargets = !!geometry.morphAttributes.position; -- const morphNormals = !!geometry.morphAttributes.normal; -- const morphColors = !!geometry.morphAttributes.color; -+ const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding ); -+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); -+ const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; -+ const vertexTangents = !! material.normalMap && !! geometry.attributes.tangent; -+ const morphTargets = !! geometry.morphAttributes.position; -+ const morphNormals = !! geometry.morphAttributes.normal; -+ const morphColors = !! geometry.morphAttributes.color; - const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; -+ -+ const numMultiviewViews = _currentRenderTarget && _currentRenderTarget.isWebGLMultiviewRenderTarget ? _currentRenderTarget.numViews : 0; -+ - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; -- const morphTargetsCount = morphAttribute !== undefined ? morphAttribute.length : 0; -- const materialProperties = properties.get(material); -+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; -+ -+ const materialProperties = properties.get( material ); - const lights = currentRenderState.state.lights; -- if (_clippingEnabled === true) { -- if (_localClippingEnabled === true || camera !== _currentCamera) { -- const useCache = camera === _currentCamera && material.id === _currentMaterialId; -+ -+ if ( _clippingEnabled === true ) { -+ -+ if ( _localClippingEnabled === true || camera !== _currentCamera ) { -+ -+ const useCache = -+ camera === _currentCamera && -+ material.id === _currentMaterialId; - - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) -- clipping.setState(material, camera, useCache); -+ clipping.setState( material, camera, useCache ); -+ - } -+ - } - - // - - let needsProgramChange = false; -- if (material.version === materialProperties.__version) { -- if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) { -+ -+ if ( material.version === materialProperties.__version ) { -+ -+ if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { -+ -+ needsProgramChange = true; -+ -+ } else if ( materialProperties.outputEncoding !== encoding ) { -+ - needsProgramChange = true; -- } else if (materialProperties.outputEncoding !== encoding) { -+ -+ } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { -+ - needsProgramChange = true; -- } else if (object.isInstancedMesh && materialProperties.instancing === false) { -+ -+ } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { -+ - needsProgramChange = true; -- } else if (!object.isInstancedMesh && materialProperties.instancing === true) { -+ -+ } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { -+ - needsProgramChange = true; -- } else if (object.isSkinnedMesh && materialProperties.skinning === false) { -+ -+ } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { -+ - needsProgramChange = true; -- } else if (!object.isSkinnedMesh && materialProperties.skinning === true) { -+ -+ } else if ( materialProperties.envMap !== envMap ) { -+ - needsProgramChange = true; -- } else if (materialProperties.envMap !== envMap) { -+ -+ } else if ( material.fog === true && materialProperties.fog !== fog ) { -+ - needsProgramChange = true; -- } else if (material.fog === true && materialProperties.fog !== fog) { -+ -+ } else if ( materialProperties.numClippingPlanes !== undefined && -+ ( materialProperties.numClippingPlanes !== clipping.numPlanes || -+ materialProperties.numIntersection !== clipping.numIntersection ) ) { -+ - needsProgramChange = true; -- } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) { -+ -+ } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { -+ - needsProgramChange = true; -- } else if (materialProperties.vertexAlphas !== vertexAlphas) { -+ -+ } else if ( materialProperties.vertexTangents !== vertexTangents ) { -+ - needsProgramChange = true; -- } else if (materialProperties.vertexTangents !== vertexTangents) { -+ -+ } else if ( materialProperties.morphTargets !== morphTargets ) { -+ - needsProgramChange = true; -- } else if (materialProperties.morphTargets !== morphTargets) { -+ -+ } else if ( materialProperties.morphNormals !== morphNormals ) { -+ - needsProgramChange = true; -- } else if (materialProperties.morphNormals !== morphNormals) { -+ -+ } else if ( materialProperties.morphColors !== morphColors ) { -+ - needsProgramChange = true; -- } else if (materialProperties.morphColors !== morphColors) { -+ -+ } else if ( materialProperties.toneMapping !== toneMapping ) { -+ - needsProgramChange = true; -- } else if (materialProperties.toneMapping !== toneMapping) { -+ -+ } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) { -+ - needsProgramChange = true; -- } else if (capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount) { -+ -+ } else if ( materialProperties.numMultiviewViews !== numMultiviewViews ) { -+ - needsProgramChange = true; -+ - } -+ - } else { -+ - needsProgramChange = true; - materialProperties.__version = material.version; -+ - } - - // - - let program = materialProperties.currentProgram; -- if (needsProgramChange === true) { -- program = getProgram(material, scene, object); -+ -+ if ( needsProgramChange === true ) { -+ -+ program = getProgram( material, scene, object ); -+ - } -+ - let refreshProgram = false; - let refreshMaterial = false; - let refreshLights = false; -+ - const p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.uniforms; -- if (state.useProgram(program.program)) { -+ -+ if ( state.useProgram( program.program ) ) { -+ - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; -+ - } -- if (material.id !== _currentMaterialId) { -+ -+ if ( material.id !== _currentMaterialId ) { -+ - _currentMaterialId = material.id; -+ - refreshMaterial = true; -+ - } -- if (refreshProgram || _currentCamera !== camera) { -- p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix); -- if (capabilities.logarithmicDepthBuffer) { -- p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2)); -+ -+ if ( refreshProgram || _currentCamera !== camera ) { -+ -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); -+ -+ } -+ -+ if ( capabilities.logarithmicDepthBuffer ) { -+ -+ p_uniforms.setValue( _gl, 'logDepthBufFC', -+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); -+ - } -- if (_currentCamera !== camera) { -+ -+ if ( _currentCamera !== camera ) { -+ - _currentCamera = camera; - - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: - -- refreshMaterial = true; // set to true on material change -- refreshLights = true; // remains set until update done -+ refreshMaterial = true; // set to true on material change -+ refreshLights = true; // remains set until update done -+ - } - - // load material specific uniforms - // (shader material also gets them for the sake of genericity) - -- if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) { -+ if ( material.isShaderMaterial || -+ material.isMeshPhongMaterial || -+ material.isMeshToonMaterial || -+ material.isMeshStandardMaterial || -+ material.envMap ) { -+ - const uCamPos = p_uniforms.map.cameraPosition; -- if (uCamPos !== undefined) { -- uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld)); -+ -+ if ( uCamPos !== undefined ) { -+ -+ uCamPos.setValue( _gl, -+ _vector3.setFromMatrixPosition( camera.matrixWorld ) ); -+ - } -+ - } -- if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) { -- p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true); -+ -+ if ( material.isMeshPhongMaterial || -+ material.isMeshToonMaterial || -+ material.isMeshLambertMaterial || -+ material.isMeshBasicMaterial || -+ material.isMeshStandardMaterial || -+ material.isShaderMaterial ) { -+ -+ p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); -+ - } -- if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) { -- p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse); -+ -+ if ( material.isMeshPhongMaterial || -+ material.isMeshToonMaterial || -+ material.isMeshLambertMaterial || -+ material.isMeshBasicMaterial || -+ material.isMeshStandardMaterial || -+ material.isShaderMaterial || -+ material.isShadowMaterial || -+ object.isSkinnedMesh ) { -+ -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateCameraViewMatricesUniform( camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); -+ -+ } -+ - } -+ - } - - // skinning and morph target uniforms must be set even if material didn't change - // auto-setting of texture unit for bone and morph texture must go before other textures - // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures - -- if (object.isSkinnedMesh) { -- p_uniforms.setOptional(_gl, object, 'bindMatrix'); -- p_uniforms.setOptional(_gl, object, 'bindMatrixInverse'); -+ if ( object.isSkinnedMesh ) { -+ -+ p_uniforms.setOptional( _gl, object, 'bindMatrix' ); -+ p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); -+ - const skeleton = object.skeleton; -- if (skeleton) { -- if (capabilities.floatVertexTextures) { -- if (skeleton.boneTexture === null) skeleton.computeBoneTexture(); -- p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures); -- p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize); -+ -+ if ( skeleton ) { -+ -+ if ( capabilities.floatVertexTextures ) { -+ -+ if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); -+ -+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); -+ p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); -+ - } else { -- console.warn('THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.'); -+ -+ console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' ); -+ - } -+ - } -+ - } -+ - const morphAttributes = geometry.morphAttributes; -- if (morphAttributes.position !== undefined || morphAttributes.normal !== undefined || morphAttributes.color !== undefined && capabilities.isWebGL2 === true) { -- morphtargets.update(object, geometry, material, program); -+ -+ if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) { -+ -+ morphtargets.update( object, geometry, material, program ); -+ - } -- if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) { -+ -+ if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { -+ - materialProperties.receiveShadow = object.receiveShadow; -- p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow); -+ p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); -+ - } - - // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512 - -- if (material.isMeshGouraudMaterial && material.envMap !== null) { -+ if ( material.isMeshGouraudMaterial && material.envMap !== null ) { -+ - m_uniforms.envMap.value = envMap; -- m_uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1; -+ -+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; -+ - } -- if (refreshMaterial) { -- p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure); -- if (materialProperties.needsLights) { -+ -+ if ( refreshMaterial ) { -+ -+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); -+ -+ if ( materialProperties.needsLights ) { -+ - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly -@@ -18544,53 +29135,88 @@ function WebGLRenderer(parameters = {}) { - // use the current material's .needsUpdate flags to set - // the GL state when required - -- markUniformsLightsNeedsUpdate(m_uniforms, refreshLights); -+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); -+ - } - - // refresh uniforms common to several materials - -- if (fog && material.fog === true) { -- materials.refreshFogUniforms(m_uniforms, fog); -+ if ( fog && material.fog === true ) { -+ -+ materials.refreshFogUniforms( m_uniforms, fog ); -+ - } -- materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget); -- WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); -+ -+ materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget ); -+ -+ WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); -+ - } -- if (material.isShaderMaterial && material.uniformsNeedUpdate === true) { -- WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); -+ -+ if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { -+ -+ WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); - material.uniformsNeedUpdate = false; -+ - } -- if (material.isSpriteMaterial) { -- p_uniforms.setValue(_gl, 'center', object.center); -+ -+ if ( material.isSpriteMaterial ) { -+ -+ p_uniforms.setValue( _gl, 'center', object.center ); -+ - } - - // common matrices - -- p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix); -- p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix); -- p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld); -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateObjectMatricesUniforms( object, camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); -+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); -+ -+ } -+ -+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - // UBOs - -- if (material.isShaderMaterial || material.isRawShaderMaterial) { -+ if ( material.isShaderMaterial || material.isRawShaderMaterial ) { -+ - const groups = material.uniformsGroups; -- for (let i = 0, l = groups.length; i < l; i++) { -- if (capabilities.isWebGL2) { -- const group = groups[i]; -- uniformsGroups.update(group, program); -- uniformsGroups.bind(group, program); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ -+ const group = groups[ i ]; -+ -+ uniformsGroups.update( group, program ); -+ uniformsGroups.bind( group, program ); -+ - } else { -- console.warn('THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.'); -+ -+ console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' ); -+ - } -+ - } -+ - } -+ - return program; -+ - } - - // If uniforms are marked as clean, they don't need to be loaded to the GPU. - -- function markUniformsLightsNeedsUpdate(uniforms, value) { -+ function markUniformsLightsNeedsUpdate( uniforms, value ) { -+ - uniforms.ambientLightColor.needsUpdate = value; - uniforms.lightProbe.needsUpdate = value; -+ - uniforms.directionalLights.needsUpdate = value; - uniforms.directionalLightShadows.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; -@@ -18599,422 +29225,683 @@ function WebGLRenderer(parameters = {}) { - uniforms.spotLightShadows.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; -+ - } -- function materialNeedsLights(material) { -- return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true; -+ -+ function materialNeedsLights( material ) { -+ -+ return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || -+ material.isMeshStandardMaterial || material.isShadowMaterial || -+ ( material.isShaderMaterial && material.lights === true ); -+ - } -+ - this.getActiveCubeFace = function () { -+ - return _currentActiveCubeFace; -+ - }; -+ - this.getActiveMipmapLevel = function () { -+ - return _currentActiveMipmapLevel; -+ - }; -+ - this.getRenderTarget = function () { -+ - return _currentRenderTarget; -+ - }; -- this.setRenderTargetTextures = function (renderTarget, colorTexture, depthTexture) { -- properties.get(renderTarget.texture).__webglTexture = colorTexture; -- properties.get(renderTarget.depthTexture).__webglTexture = depthTexture; -- const renderTargetProperties = properties.get(renderTarget); -+ -+ this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { -+ -+ properties.get( renderTarget.texture ).__webglTexture = colorTexture; -+ properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture; -+ -+ const renderTargetProperties = properties.get( renderTarget ); - renderTargetProperties.__hasExternalTextures = true; -- if (renderTargetProperties.__hasExternalTextures) { -- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; -- if (!renderTargetProperties.__autoAllocateDepthBuffer) { -- // The multisample_render_to_texture extension doesn't work properly if there -- // are midframe flushes and an external depth buffer. Disable use of the extension. -- if (extensions.has('WEBGL_multisampled_render_to_texture') === true) { -- console.warn('THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided'); -- renderTargetProperties.__useRenderToTexture = false; -- } -+ -+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; -+ -+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer && ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) { -+ -+ // The multisample_render_to_texture extension doesn't work properly if there -+ // are midframe flushes and an external depth buffer. Disable use of the extension. -+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); -+ renderTargetProperties.__useRenderToTexture = false; -+ - } -+ - } -+ - }; -- this.setRenderTargetFramebuffer = function (renderTarget, defaultFramebuffer) { -- const renderTargetProperties = properties.get(renderTarget); -+ -+ this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); - renderTargetProperties.__webglFramebuffer = defaultFramebuffer; - renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; -+ - }; -- this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) { -+ -+ this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { -+ - _currentRenderTarget = renderTarget; - _currentActiveCubeFace = activeCubeFace; - _currentActiveMipmapLevel = activeMipmapLevel; -+ - let useDefaultFramebuffer = true; - let framebuffer = null; - let isCube = false; - let isRenderTarget3D = false; -- if (renderTarget) { -- const renderTargetProperties = properties.get(renderTarget); -- if (renderTargetProperties.__useDefaultFramebuffer !== undefined) { -+ -+ if ( renderTarget ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { -+ - // We need to make sure to rebind the framebuffer. -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); - useDefaultFramebuffer = false; -- } else if (renderTargetProperties.__webglFramebuffer === undefined) { -- textures.setupRenderTarget(renderTarget); -- } else if (renderTargetProperties.__hasExternalTextures) { -+ -+ } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { -+ -+ textures.setupRenderTarget( renderTarget ); -+ -+ } else if ( renderTargetProperties.__hasExternalTextures ) { -+ - // Color and depth texture must be rebound in order for the swapchain to update. -- textures.rebindTextures(renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture); -+ textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); -+ - } -+ - const texture = renderTarget.texture; -- if (texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture) { -+ -+ if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { -+ - isRenderTarget3D = true; -+ - } -- const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer; -- if (renderTarget.isWebGLCubeRenderTarget) { -- framebuffer = __webglFramebuffer[activeCubeFace]; -+ -+ const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; -+ -+ if ( renderTarget.isWebGLCubeRenderTarget ) { -+ -+ framebuffer = __webglFramebuffer[ activeCubeFace ]; - isCube = true; -- } else if (capabilities.isWebGL2 && renderTarget.samples > 0 && textures.useMultisampledRTT(renderTarget) === false) { -- framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer; -+ -+ } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { -+ -+ framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; -+ - } else { -+ - framebuffer = __webglFramebuffer; -+ - } -- _currentViewport.copy(renderTarget.viewport); -- _currentScissor.copy(renderTarget.scissor); -+ -+ _currentViewport.copy( renderTarget.viewport ); -+ _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; -+ - } else { -- _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor(); -- _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor(); -+ -+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); -+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); - _currentScissorTest = _scissorTest; -+ -+ } -+ -+ const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ -+ if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) { -+ -+ state.drawBuffers( renderTarget, framebuffer ); -+ - } -- const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -- if (framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer) { -- state.drawBuffers(renderTarget, framebuffer); -- } -- state.viewport(_currentViewport); -- state.scissor(_currentScissor); -- state.setScissorTest(_currentScissorTest); -- if (isCube) { -- const textureProperties = properties.get(renderTarget.texture); -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel); -- } else if (isRenderTarget3D) { -- const textureProperties = properties.get(renderTarget.texture); -+ -+ state.viewport( _currentViewport ); -+ state.scissor( _currentScissor ); -+ state.setScissorTest( _currentScissorTest ); -+ -+ if ( isCube ) { -+ -+ const textureProperties = properties.get( renderTarget.texture ); -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); -+ -+ } else if ( isRenderTarget3D ) { -+ -+ const textureProperties = properties.get( renderTarget.texture ); - const layer = activeCubeFace || 0; -- _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer); -+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); -+ - } -- _currentMaterialId = -1; // reset current material to ensure correct uniform bindings -+ -+ _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings -+ - }; - -- this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) { -- if (!(renderTarget && renderTarget.isWebGLRenderTarget)) { -- console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.'); -+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { -+ -+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { -+ -+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; -+ - } -- let framebuffer = properties.get(renderTarget).__webglFramebuffer; -- if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) { -- framebuffer = framebuffer[activeCubeFaceIndex]; -+ -+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer; -+ -+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { -+ -+ framebuffer = framebuffer[ activeCubeFaceIndex ]; -+ - } -- if (framebuffer) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -+ -+ if ( framebuffer ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ - try { -+ - const texture = renderTarget.texture; - const textureFormat = texture.format; - const textureType = texture.type; -- if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) { -- console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.'); -+ -+ if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { -+ -+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; -+ - } -- const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float')); -- if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && -- // Edge and Chrome Mac < 52 (#9513) -- !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && -- // Chrome Mac >= 52 and Firefox -- !halfFloatSupportedByExt) { -- console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.'); -+ -+ const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) ); -+ -+ if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513) -+ ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox -+ ! halfFloatSupportedByExt ) { -+ -+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; -+ - } - - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - -- if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) { -- _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer); -+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { -+ -+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); -+ - } -+ - } finally { -+ - // restore framebuffer of current render target if necessary - -- const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null; -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ - } -+ - } -+ - }; -- this.copyFramebufferToTexture = function (position, texture, level = 0) { -- const levelScale = Math.pow(2, -level); -- const width = Math.floor(texture.image.width * levelScale); -- const height = Math.floor(texture.image.height * levelScale); -- textures.setTexture2D(texture, 0); -- _gl.copyTexSubImage2D(_gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height); -+ -+ this.copyFramebufferToTexture = function ( position, texture, level = 0 ) { -+ -+ const levelScale = Math.pow( 2, - level ); -+ const width = Math.floor( texture.image.width * levelScale ); -+ const height = Math.floor( texture.image.height * levelScale ); -+ -+ textures.setTexture2D( texture, 0 ); -+ -+ _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height ); -+ - state.unbindTexture(); -+ - }; -- this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) { -+ -+ this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) { -+ - const width = srcTexture.image.width; - const height = srcTexture.image.height; -- const glFormat = utils.convert(dstTexture.format); -- const glType = utils.convert(dstTexture.type); -- textures.setTexture2D(dstTexture, 0); -+ const glFormat = utils.convert( dstTexture.format ); -+ const glType = utils.convert( dstTexture.type ); -+ -+ textures.setTexture2D( dstTexture, 0 ); - - // As another texture upload may have changed pixelStorei - // parameters, make sure they are correct for the dstTexture -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); -- if (srcTexture.isDataTexture) { -- _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data); -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); -+ -+ if ( srcTexture.isDataTexture ) { -+ -+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); -+ - } else { -- if (srcTexture.isCompressedTexture) { -- _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data); -+ -+ if ( srcTexture.isCompressedTexture ) { -+ -+ _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); -+ - } else { -- _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image); -+ -+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image ); -+ - } -+ - } - - // Generate mipmaps only when copying level 0 -- if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D); -+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D ); -+ - state.unbindTexture(); -+ - }; -- this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) { -- if (_this.isWebGL1Renderer) { -- console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.'); -+ -+ this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) { -+ -+ if ( _this.isWebGL1Renderer ) { -+ -+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' ); - return; -+ - } -+ - const width = sourceBox.max.x - sourceBox.min.x + 1; - const height = sourceBox.max.y - sourceBox.min.y + 1; - const depth = sourceBox.max.z - sourceBox.min.z + 1; -- const glFormat = utils.convert(dstTexture.format); -- const glType = utils.convert(dstTexture.type); -+ const glFormat = utils.convert( dstTexture.format ); -+ const glType = utils.convert( dstTexture.type ); - let glTarget; -- if (dstTexture.isData3DTexture) { -- textures.setTexture3D(dstTexture, 0); -+ -+ if ( dstTexture.isData3DTexture ) { -+ -+ textures.setTexture3D( dstTexture, 0 ); - glTarget = _gl.TEXTURE_3D; -- } else if (dstTexture.isDataArrayTexture) { -- textures.setTexture2DArray(dstTexture, 0); -+ -+ } else if ( dstTexture.isDataArrayTexture ) { -+ -+ textures.setTexture2DArray( dstTexture, 0 ); - glTarget = _gl.TEXTURE_2D_ARRAY; -+ - } else { -- console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.'); -+ -+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' ); - return; -+ - } -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); -- const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH); -- const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT); -- const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS); -- const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS); -- const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES); -- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image; -- _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width); -- _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height); -- _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x); -- _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y); -- _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z); -- if (srcTexture.isDataTexture || srcTexture.isData3DTexture) { -- _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data); -+ -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); -+ -+ const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH ); -+ const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); -+ const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS ); -+ const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS ); -+ const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES ); -+ -+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image; -+ -+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); -+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z ); -+ -+ if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { -+ -+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data ); -+ - } else { -- if (srcTexture.isCompressedArrayTexture) { -- console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.'); -- _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data); -+ -+ if ( srcTexture.isCompressedArrayTexture ) { -+ -+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' ); -+ _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data ); -+ - } else { -- _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image); -+ -+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image ); -+ - } -+ - } -- _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen); -- _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight); -- _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels); -- _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows); -- _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); -+ -+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen ); -+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages ); - - // Generate mipmaps only when copying level 0 -- if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget); -+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget ); -+ - state.unbindTexture(); -+ - }; -- this.initTexture = function (texture) { -- if (texture.isCubeTexture) { -- textures.setTextureCube(texture, 0); -- } else if (texture.isData3DTexture) { -- textures.setTexture3D(texture, 0); -- } else if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) { -- textures.setTexture2DArray(texture, 0); -+ -+ this.initTexture = function ( texture ) { -+ -+ if ( texture.isCubeTexture ) { -+ -+ textures.setTextureCube( texture, 0 ); -+ -+ } else if ( texture.isData3DTexture ) { -+ -+ textures.setTexture3D( texture, 0 ); -+ -+ } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { -+ -+ textures.setTexture2DArray( texture, 0 ); -+ - } else { -- textures.setTexture2D(texture, 0); -+ -+ textures.setTexture2D( texture, 0 ); -+ - } -+ - state.unbindTexture(); -+ - }; -+ - this.resetState = function () { -+ - _currentActiveCubeFace = 0; - _currentActiveMipmapLevel = 0; - _currentRenderTarget = null; -+ - state.reset(); - bindingStates.reset(); -+ - }; -- if (typeof __THREE_DEVTOOLS__ !== 'undefined') { -- __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { -- detail: this -- })); -+ -+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { -+ -+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); -+ - } -+ - } - - class WebGL1Renderer extends WebGLRenderer {} -+ - WebGL1Renderer.prototype.isWebGL1Renderer = true; - - class FogExp2 { -- constructor(color, density = 0.00025) { -+ -+ constructor( color, density = 0.00025 ) { -+ - this.isFogExp2 = true; -+ - this.name = ''; -- this.color = new Color(color); -+ -+ this.color = new Color( color ); - this.density = density; -+ - } -+ - clone() { -- return new FogExp2(this.color, this.density); -+ -+ return new FogExp2( this.color, this.density ); -+ - } -- toJSON( /* meta */ -- ) { -+ -+ toJSON( /* meta */ ) { -+ - return { - type: 'FogExp2', - color: this.color.getHex(), - density: this.density - }; -+ - } -+ - } - - class Fog { -- constructor(color, near = 1, far = 1000) { -+ -+ constructor( color, near = 1, far = 1000 ) { -+ - this.isFog = true; -+ - this.name = ''; -- this.color = new Color(color); -+ -+ this.color = new Color( color ); -+ - this.near = near; - this.far = far; -+ - } -+ - clone() { -- return new Fog(this.color, this.near, this.far); -+ -+ return new Fog( this.color, this.near, this.far ); -+ - } -- toJSON( /* meta */ -- ) { -+ -+ toJSON( /* meta */ ) { -+ - return { - type: 'Fog', - color: this.color.getHex(), - near: this.near, - far: this.far - }; -+ - } -+ - } - - class Scene extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isScene = true; -+ - this.type = 'Scene'; -+ - this.background = null; - this.environment = null; - this.fog = null; -+ - this.backgroundBlurriness = 0; - this.backgroundIntensity = 1; -+ - this.overrideMaterial = null; -- if (typeof __THREE_DEVTOOLS__ !== 'undefined') { -- __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { -- detail: this -- })); -+ -+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { -+ -+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); -+ - } -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- if (source.background !== null) this.background = source.background.clone(); -- if (source.environment !== null) this.environment = source.environment.clone(); -- if (source.fog !== null) this.fog = source.fog.clone(); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ if ( source.background !== null ) this.background = source.background.clone(); -+ if ( source.environment !== null ) this.environment = source.environment.clone(); -+ if ( source.fog !== null ) this.fog = source.fog.clone(); -+ - this.backgroundBlurriness = source.backgroundBlurriness; - this.backgroundIntensity = source.backgroundIntensity; -- if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone(); -+ -+ if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); -+ - this.matrixAutoUpdate = source.matrixAutoUpdate; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -- if (this.fog !== null) data.object.fog = this.fog.toJSON(); -- if (this.backgroundBlurriness > 0) data.backgroundBlurriness = this.backgroundBlurriness; -- if (this.backgroundIntensity !== 1) data.backgroundIntensity = this.backgroundIntensity; -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ -+ if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); -+ if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; -+ if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; -+ - return data; -+ - } - - // @deprecated - - get autoUpdate() { -- console.warn('THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.'); -+ -+ console.warn( 'THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.' ); - return this.matrixWorldAutoUpdate; -+ - } -- set autoUpdate(value) { -- console.warn('THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.'); -+ -+ set autoUpdate( value ) { -+ -+ console.warn( 'THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.' ); - this.matrixWorldAutoUpdate = value; -+ - } -+ - } - - class InterleavedBuffer { -- constructor(array, stride) { -+ -+ constructor( array, stride ) { -+ - this.isInterleavedBuffer = true; -+ - this.array = array; - this.stride = stride; - this.count = array !== undefined ? array.length / stride : 0; -+ - this.usage = StaticDrawUsage; -- this.updateRange = { -- offset: 0, -- count: -1 -- }; -+ this.updateRange = { offset: 0, count: - 1 }; -+ - this.version = 0; -+ - this.uuid = generateUUID(); -+ - } -+ - onUploadCallback() {} -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -- setUsage(value) { -+ -+ setUsage( value ) { -+ - this.usage = value; -+ - return this; -+ - } -- copy(source) { -- this.array = new source.array.constructor(source.array); -+ -+ copy( source ) { -+ -+ this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.usage = source.usage; -+ - return this; -+ - } -- copyAt(index1, attribute, index2) { -+ -+ copyAt( index1, attribute, index2 ) { -+ - index1 *= this.stride; - index2 *= attribute.stride; -- for (let i = 0, l = this.stride; i < l; i++) { -- this.array[index1 + i] = attribute.array[index2 + i]; -+ -+ for ( let i = 0, l = this.stride; i < l; i ++ ) { -+ -+ this.array[ index1 + i ] = attribute.array[ index2 + i ]; -+ - } -+ - return this; -+ - } -- set(value, offset = 0) { -- this.array.set(value, offset); -+ -+ set( value, offset = 0 ) { -+ -+ this.array.set( value, offset ); -+ - return this; -+ - } -- clone(data) { -- if (data.arrayBuffers === undefined) { -+ -+ clone( data ) { -+ -+ if ( data.arrayBuffers === undefined ) { -+ - data.arrayBuffers = {}; -+ - } -- if (this.array.buffer._uuid === undefined) { -+ -+ if ( this.array.buffer._uuid === undefined ) { -+ - this.array.buffer._uuid = generateUUID(); -+ - } -- if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { -- data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer; -+ -+ if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { -+ -+ data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; -+ - } -- const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]); -- const ib = new this.constructor(array, this.stride); -- ib.setUsage(this.usage); -+ -+ const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); -+ -+ const ib = new this.constructor( array, this.stride ); -+ ib.setUsage( this.usage ); -+ - return ib; -+ - } -- onUpload(callback) { -+ -+ onUpload( callback ) { -+ - this.onUploadCallback = callback; -+ - return this; -+ - } -- toJSON(data) { -- if (data.arrayBuffers === undefined) { -+ -+ toJSON( data ) { -+ -+ if ( data.arrayBuffers === undefined ) { -+ - data.arrayBuffers = {}; -+ - } - - // generate UUID for array buffer if necessary - -- if (this.array.buffer._uuid === undefined) { -+ if ( this.array.buffer._uuid === undefined ) { -+ - this.array.buffer._uuid = generateUUID(); -+ - } -- if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { -- data.arrayBuffers[this.array.buffer._uuid] = Array.from(new Uint32Array(this.array.buffer)); -+ -+ if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { -+ -+ data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); -+ - } - - // -@@ -19025,158 +29912,295 @@ class InterleavedBuffer { - type: this.array.constructor.name, - stride: this.stride - }; -+ - } -+ - } - --const _vector$6 = /*@__PURE__*/new Vector3(); -+const _vector$6 = /*@__PURE__*/ new Vector3(); -+ - class InterleavedBufferAttribute { -- constructor(interleavedBuffer, itemSize, offset, normalized = false) { -+ -+ constructor( interleavedBuffer, itemSize, offset, normalized = false ) { -+ - this.isInterleavedBufferAttribute = true; -+ - this.name = ''; -+ - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; -+ - this.normalized = normalized; -+ - } -+ - get count() { -+ - return this.data.count; -+ - } -+ - get array() { -+ - return this.data.array; -+ - } -- set needsUpdate(value) { -+ -+ set needsUpdate( value ) { -+ - this.data.needsUpdate = value; -+ - } -- applyMatrix4(m) { -- for (let i = 0, l = this.data.count; i < l; i++) { -- _vector$6.fromBufferAttribute(this, i); -- _vector$6.applyMatrix4(m); -- this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); -+ -+ applyMatrix4( m ) { -+ -+ for ( let i = 0, l = this.data.count; i < l; i ++ ) { -+ -+ _vector$6.fromBufferAttribute( this, i ); -+ -+ _vector$6.applyMatrix4( m ); -+ -+ this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); -+ - } -+ - return this; -+ - } -- applyNormalMatrix(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$6.fromBufferAttribute(this, i); -- _vector$6.applyNormalMatrix(m); -- this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); -+ -+ applyNormalMatrix( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$6.fromBufferAttribute( this, i ); -+ -+ _vector$6.applyNormalMatrix( m ); -+ -+ this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); -+ - } -+ - return this; -+ - } -- transformDirection(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$6.fromBufferAttribute(this, i); -- _vector$6.transformDirection(m); -- this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); -+ -+ transformDirection( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$6.fromBufferAttribute( this, i ); -+ -+ _vector$6.transformDirection( m ); -+ -+ this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); -+ - } -+ - return this; -+ - } -- setX(index, x) { -- if (this.normalized) x = normalize(x, this.array); -- this.data.array[index * this.data.stride + this.offset] = x; -+ -+ setX( index, x ) { -+ -+ if ( this.normalized ) x = normalize( x, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset ] = x; -+ - return this; -+ - } -- setY(index, y) { -- if (this.normalized) y = normalize(y, this.array); -- this.data.array[index * this.data.stride + this.offset + 1] = y; -+ -+ setY( index, y ) { -+ -+ if ( this.normalized ) y = normalize( y, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset + 1 ] = y; -+ - return this; -+ - } -- setZ(index, z) { -- if (this.normalized) z = normalize(z, this.array); -- this.data.array[index * this.data.stride + this.offset + 2] = z; -+ -+ setZ( index, z ) { -+ -+ if ( this.normalized ) z = normalize( z, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset + 2 ] = z; -+ - return this; -+ - } -- setW(index, w) { -- if (this.normalized) w = normalize(w, this.array); -- this.data.array[index * this.data.stride + this.offset + 3] = w; -+ -+ setW( index, w ) { -+ -+ if ( this.normalized ) w = normalize( w, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset + 3 ] = w; -+ - return this; -+ - } -- getX(index) { -- let x = this.data.array[index * this.data.stride + this.offset]; -- if (this.normalized) x = denormalize(x, this.array); -+ -+ getX( index ) { -+ -+ let x = this.data.array[ index * this.data.stride + this.offset ]; -+ -+ if ( this.normalized ) x = denormalize( x, this.array ); -+ - return x; -+ - } -- getY(index) { -- let y = this.data.array[index * this.data.stride + this.offset + 1]; -- if (this.normalized) y = denormalize(y, this.array); -+ -+ getY( index ) { -+ -+ let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; -+ -+ if ( this.normalized ) y = denormalize( y, this.array ); -+ - return y; -+ - } -- getZ(index) { -- let z = this.data.array[index * this.data.stride + this.offset + 2]; -- if (this.normalized) z = denormalize(z, this.array); -+ -+ getZ( index ) { -+ -+ let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; -+ -+ if ( this.normalized ) z = denormalize( z, this.array ); -+ - return z; -+ - } -- getW(index) { -- let w = this.data.array[index * this.data.stride + this.offset + 3]; -- if (this.normalized) w = denormalize(w, this.array); -+ -+ getW( index ) { -+ -+ let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; -+ -+ if ( this.normalized ) w = denormalize( w, this.array ); -+ - return w; -+ - } -- setXY(index, x, y) { -+ -+ setXY( index, x, y ) { -+ - index = index * this.data.stride + this.offset; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ - } -- this.data.array[index + 0] = x; -- this.data.array[index + 1] = y; -+ -+ this.data.array[ index + 0 ] = x; -+ this.data.array[ index + 1 ] = y; -+ - return this; -+ - } -- setXYZ(index, x, y, z) { -+ -+ setXYZ( index, x, y, z ) { -+ - index = index * this.data.stride + this.offset; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ - } -- this.data.array[index + 0] = x; -- this.data.array[index + 1] = y; -- this.data.array[index + 2] = z; -+ -+ this.data.array[ index + 0 ] = x; -+ this.data.array[ index + 1 ] = y; -+ this.data.array[ index + 2 ] = z; -+ - return this; -+ - } -- setXYZW(index, x, y, z, w) { -+ -+ setXYZW( index, x, y, z, w ) { -+ - index = index * this.data.stride + this.offset; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -- w = normalize(w, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ w = normalize( w, this.array ); -+ - } -- this.data.array[index + 0] = x; -- this.data.array[index + 1] = y; -- this.data.array[index + 2] = z; -- this.data.array[index + 3] = w; -+ -+ this.data.array[ index + 0 ] = x; -+ this.data.array[ index + 1 ] = y; -+ this.data.array[ index + 2 ] = z; -+ this.data.array[ index + 3 ] = w; -+ - return this; -+ - } -- clone(data) { -- if (data === undefined) { -- console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.'); -+ -+ clone( data ) { -+ -+ if ( data === undefined ) { -+ -+ console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' ); -+ - const array = []; -- for (let i = 0; i < this.count; i++) { -+ -+ for ( let i = 0; i < this.count; i ++ ) { -+ - const index = i * this.data.stride + this.offset; -- for (let j = 0; j < this.itemSize; j++) { -- array.push(this.data.array[index + j]); -+ -+ for ( let j = 0; j < this.itemSize; j ++ ) { -+ -+ array.push( this.data.array[ index + j ] ); -+ - } -+ - } -- return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized); -+ -+ return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); -+ - } else { -- if (data.interleavedBuffers === undefined) { -+ -+ if ( data.interleavedBuffers === undefined ) { -+ - data.interleavedBuffers = {}; -+ - } -- if (data.interleavedBuffers[this.data.uuid] === undefined) { -- data.interleavedBuffers[this.data.uuid] = this.data.clone(data); -+ -+ if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { -+ -+ data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); -+ - } -- return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized); -+ -+ return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); -+ - } -+ - } -- toJSON(data) { -- if (data === undefined) { -- console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.'); -+ -+ toJSON( data ) { -+ -+ if ( data === undefined ) { -+ -+ console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); -+ - const array = []; -- for (let i = 0; i < this.count; i++) { -+ -+ for ( let i = 0; i < this.count; i ++ ) { -+ - const index = i * this.data.stride + this.offset; -- for (let j = 0; j < this.itemSize; j++) { -- array.push(this.data.array[index + j]); -+ -+ for ( let j = 0; j < this.itemSize; j ++ ) { -+ -+ array.push( this.data.array[ index + j ] ); -+ - } -+ - } - - // de-interleave data and save it as an ordinary buffer attribute for now -@@ -19187,15 +30211,23 @@ class InterleavedBufferAttribute { - array: array, - normalized: this.normalized - }; -+ - } else { -+ - // save as true interleaved attribute - -- if (data.interleavedBuffers === undefined) { -+ if ( data.interleavedBuffers === undefined ) { -+ - data.interleavedBuffers = {}; -+ - } -- if (data.interleavedBuffers[this.data.uuid] === undefined) { -- data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data); -+ -+ if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { -+ -+ data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); -+ - } -+ - return { - isInterleavedBufferAttribute: true, - itemSize: this.itemSize, -@@ -19203,426 +30235,741 @@ class InterleavedBufferAttribute { - offset: this.offset, - normalized: this.normalized - }; -+ - } -+ - } -+ - } - --class SpriteMaterial extends Material { -- constructor(parameters) { -+class SpriteMaterial extends Material { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isSpriteMaterial = true; -+ - this.type = 'SpriteMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.rotation = 0; -+ - this.sizeAttenuation = true; -+ - this.transparent = true; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.rotation = source.rotation; -+ - this.sizeAttenuation = source.sizeAttenuation; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - let _geometry; --const _intersectPoint = /*@__PURE__*/new Vector3(); --const _worldScale = /*@__PURE__*/new Vector3(); --const _mvPosition = /*@__PURE__*/new Vector3(); --const _alignedPosition = /*@__PURE__*/new Vector2(); --const _rotatedPosition = /*@__PURE__*/new Vector2(); --const _viewWorldMatrix = /*@__PURE__*/new Matrix4(); --const _vA = /*@__PURE__*/new Vector3(); --const _vB = /*@__PURE__*/new Vector3(); --const _vC = /*@__PURE__*/new Vector3(); --const _uvA = /*@__PURE__*/new Vector2(); --const _uvB = /*@__PURE__*/new Vector2(); --const _uvC = /*@__PURE__*/new Vector2(); -+ -+const _intersectPoint = /*@__PURE__*/ new Vector3(); -+const _worldScale = /*@__PURE__*/ new Vector3(); -+const _mvPosition = /*@__PURE__*/ new Vector3(); -+ -+const _alignedPosition = /*@__PURE__*/ new Vector2(); -+const _rotatedPosition = /*@__PURE__*/ new Vector2(); -+const _viewWorldMatrix = /*@__PURE__*/ new Matrix4(); -+ -+const _vA = /*@__PURE__*/ new Vector3(); -+const _vB = /*@__PURE__*/ new Vector3(); -+const _vC = /*@__PURE__*/ new Vector3(); -+ -+const _uvA = /*@__PURE__*/ new Vector2(); -+const _uvB = /*@__PURE__*/ new Vector2(); -+const _uvC = /*@__PURE__*/ new Vector2(); -+ - class Sprite extends Object3D { -- constructor(material) { -+ -+ constructor( material ) { -+ - super(); -+ - this.isSprite = true; -+ - this.type = 'Sprite'; -- if (_geometry === undefined) { -+ -+ if ( _geometry === undefined ) { -+ - _geometry = new BufferGeometry(); -- const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]); -- const interleavedBuffer = new InterleavedBuffer(float32Array, 5); -- _geometry.setIndex([0, 1, 2, 0, 2, 3]); -- _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false)); -- _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false)); -+ -+ const float32Array = new Float32Array( [ -+ - 0.5, - 0.5, 0, 0, 0, -+ 0.5, - 0.5, 0, 1, 0, -+ 0.5, 0.5, 0, 1, 1, -+ - 0.5, 0.5, 0, 0, 1 -+ ] ); -+ -+ const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); -+ -+ _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); -+ _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); -+ _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); -+ - } -+ - this.geometry = _geometry; -- this.material = material !== undefined ? material : new SpriteMaterial(); -- this.center = new Vector2(0.5, 0.5); -+ this.material = ( material !== undefined ) ? material : new SpriteMaterial(); -+ -+ this.center = new Vector2( 0.5, 0.5 ); -+ - } -- raycast(raycaster, intersects) { -- if (raycaster.camera === null) { -- console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.'); -+ -+ raycast( raycaster, intersects ) { -+ -+ if ( raycaster.camera === null ) { -+ -+ console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); -+ - } -- _worldScale.setFromMatrixScale(this.matrixWorld); -- _viewWorldMatrix.copy(raycaster.camera.matrixWorld); -- this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld); -- _mvPosition.setFromMatrixPosition(this.modelViewMatrix); -- if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) { -- _worldScale.multiplyScalar(-_mvPosition.z); -+ -+ _worldScale.setFromMatrixScale( this.matrixWorld ); -+ -+ _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); -+ this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); -+ -+ _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); -+ -+ if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { -+ -+ _worldScale.multiplyScalar( - _mvPosition.z ); -+ - } -+ - const rotation = this.material.rotation; - let sin, cos; -- if (rotation !== 0) { -- cos = Math.cos(rotation); -- sin = Math.sin(rotation); -+ -+ if ( rotation !== 0 ) { -+ -+ cos = Math.cos( rotation ); -+ sin = Math.sin( rotation ); -+ - } -+ - const center = this.center; -- transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- _uvA.set(0, 0); -- _uvB.set(1, 0); -- _uvC.set(1, 1); -+ -+ transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ -+ _uvA.set( 0, 0 ); -+ _uvB.set( 1, 0 ); -+ _uvC.set( 1, 1 ); - - // check first triangle -- let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint); -- if (intersect === null) { -+ let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint ); -+ -+ if ( intersect === null ) { -+ - // check second triangle -- transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- _uvB.set(0, 1); -- intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint); -- if (intersect === null) { -+ transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ _uvB.set( 0, 1 ); -+ -+ intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint ); -+ if ( intersect === null ) { -+ - return; -+ - } -+ - } -- const distance = raycaster.ray.origin.distanceTo(_intersectPoint); -- if (distance < raycaster.near || distance > raycaster.far) return; -- intersects.push({ -+ -+ const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) return; -+ -+ intersects.push( { -+ - distance: distance, - point: _intersectPoint.clone(), -- uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()), -+ uv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ), - face: null, - object: this -- }); -+ -+ } ); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- if (source.center !== undefined) this.center.copy(source.center); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ if ( source.center !== undefined ) this.center.copy( source.center ); -+ - this.material = source.material; -+ - return this; -+ - } -+ - } --function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) { -+ -+function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { -+ - // compute position in camera space -- _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); -+ _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - - // to check if rotation is not zero -- if (sin !== undefined) { -- _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y; -- _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y; -+ if ( sin !== undefined ) { -+ -+ _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); -+ _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); -+ - } else { -- _rotatedPosition.copy(_alignedPosition); -+ -+ _rotatedPosition.copy( _alignedPosition ); -+ - } -- vertexPosition.copy(mvPosition); -+ -+ -+ vertexPosition.copy( mvPosition ); - vertexPosition.x += _rotatedPosition.x; - vertexPosition.y += _rotatedPosition.y; - - // transform to world space -- vertexPosition.applyMatrix4(_viewWorldMatrix); -+ vertexPosition.applyMatrix4( _viewWorldMatrix ); -+ - } - --const _v1$2 = /*@__PURE__*/new Vector3(); --const _v2$1 = /*@__PURE__*/new Vector3(); -+const _v1$2 = /*@__PURE__*/ new Vector3(); -+const _v2$1 = /*@__PURE__*/ new Vector3(); -+ - class LOD extends Object3D { -+ - constructor() { -+ - super(); -+ - this._currentLevel = 0; -+ - this.type = 'LOD'; -- Object.defineProperties(this, { -+ -+ Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - }, - isLOD: { -- value: true -+ value: true, - } -- }); -+ } ); -+ - this.autoUpdate = true; -+ - } -- copy(source) { -- super.copy(source, false); -+ -+ copy( source ) { -+ -+ super.copy( source, false ); -+ - const levels = source.levels; -- for (let i = 0, l = levels.length; i < l; i++) { -- const level = levels[i]; -- this.addLevel(level.object.clone(), level.distance, level.hysteresis); -+ -+ for ( let i = 0, l = levels.length; i < l; i ++ ) { -+ -+ const level = levels[ i ]; -+ -+ this.addLevel( level.object.clone(), level.distance, level.hysteresis ); -+ - } -+ - this.autoUpdate = source.autoUpdate; -+ - return this; -+ - } -- addLevel(object, distance = 0, hysteresis = 0) { -- distance = Math.abs(distance); -+ -+ addLevel( object, distance = 0, hysteresis = 0 ) { -+ -+ distance = Math.abs( distance ); -+ - const levels = this.levels; -+ - let l; -- for (l = 0; l < levels.length; l++) { -- if (distance < levels[l].distance) { -+ -+ for ( l = 0; l < levels.length; l ++ ) { -+ -+ if ( distance < levels[ l ].distance ) { -+ - break; -+ - } -+ - } -- levels.splice(l, 0, { -- distance: distance, -- hysteresis: hysteresis, -- object: object -- }); -- this.add(object); -+ -+ levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); -+ -+ this.add( object ); -+ - return this; -+ - } -+ - getCurrentLevel() { -+ - return this._currentLevel; -+ - } -- getObjectForDistance(distance) { -+ -+ -+ -+ getObjectForDistance( distance ) { -+ - const levels = this.levels; -- if (levels.length > 0) { -+ -+ if ( levels.length > 0 ) { -+ - let i, l; -- for (i = 1, l = levels.length; i < l; i++) { -- let levelDistance = levels[i].distance; -- if (levels[i].object.visible) { -- levelDistance -= levelDistance * levels[i].hysteresis; -+ -+ for ( i = 1, l = levels.length; i < l; i ++ ) { -+ -+ let levelDistance = levels[ i ].distance; -+ -+ if ( levels[ i ].object.visible ) { -+ -+ levelDistance -= levelDistance * levels[ i ].hysteresis; -+ - } -- if (distance < levelDistance) { -+ -+ if ( distance < levelDistance ) { -+ - break; -+ - } -+ - } -- return levels[i - 1].object; -+ -+ return levels[ i - 1 ].object; -+ - } -+ - return null; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const levels = this.levels; -- if (levels.length > 0) { -- _v1$2.setFromMatrixPosition(this.matrixWorld); -- const distance = raycaster.ray.origin.distanceTo(_v1$2); -- this.getObjectForDistance(distance).raycast(raycaster, intersects); -+ -+ if ( levels.length > 0 ) { -+ -+ _v1$2.setFromMatrixPosition( this.matrixWorld ); -+ -+ const distance = raycaster.ray.origin.distanceTo( _v1$2 ); -+ -+ this.getObjectForDistance( distance ).raycast( raycaster, intersects ); -+ - } -+ - } -- update(camera) { -+ -+ update( camera ) { -+ - const levels = this.levels; -- if (levels.length > 1) { -- _v1$2.setFromMatrixPosition(camera.matrixWorld); -- _v2$1.setFromMatrixPosition(this.matrixWorld); -- const distance = _v1$2.distanceTo(_v2$1) / camera.zoom; -- levels[0].object.visible = true; -+ -+ if ( levels.length > 1 ) { -+ -+ _v1$2.setFromMatrixPosition( camera.matrixWorld ); -+ _v2$1.setFromMatrixPosition( this.matrixWorld ); -+ -+ const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom; -+ -+ levels[ 0 ].object.visible = true; -+ - let i, l; -- for (i = 1, l = levels.length; i < l; i++) { -- let levelDistance = levels[i].distance; -- if (levels[i].object.visible) { -- levelDistance -= levelDistance * levels[i].hysteresis; -- } -- if (distance >= levelDistance) { -- levels[i - 1].object.visible = false; -- levels[i].object.visible = true; -+ -+ for ( i = 1, l = levels.length; i < l; i ++ ) { -+ -+ let levelDistance = levels[ i ].distance; -+ -+ if ( levels[ i ].object.visible ) { -+ -+ levelDistance -= levelDistance * levels[ i ].hysteresis; -+ -+ } -+ -+ if ( distance >= levelDistance ) { -+ -+ levels[ i - 1 ].object.visible = false; -+ levels[ i ].object.visible = true; -+ - } else { -+ - break; -+ - } -+ - } -+ - this._currentLevel = i - 1; -- for (; i < l; i++) { -- levels[i].object.visible = false; -+ -+ for ( ; i < l; i ++ ) { -+ -+ levels[ i ].object.visible = false; -+ - } -+ - } -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -- if (this.autoUpdate === false) data.object.autoUpdate = false; -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ -+ if ( this.autoUpdate === false ) data.object.autoUpdate = false; -+ - data.object.levels = []; -+ - const levels = this.levels; -- for (let i = 0, l = levels.length; i < l; i++) { -- const level = levels[i]; -- data.object.levels.push({ -+ -+ for ( let i = 0, l = levels.length; i < l; i ++ ) { -+ -+ const level = levels[ i ]; -+ -+ data.object.levels.push( { - object: level.object.uuid, - distance: level.distance, - hysteresis: level.hysteresis -- }); -+ } ); -+ - } -+ - return data; -+ - } -+ - } - --const _basePosition = /*@__PURE__*/new Vector3(); --const _skinIndex = /*@__PURE__*/new Vector4(); --const _skinWeight = /*@__PURE__*/new Vector4(); --const _vector$5 = /*@__PURE__*/new Vector3(); --const _matrix = /*@__PURE__*/new Matrix4(); -+const _basePosition = /*@__PURE__*/ new Vector3(); -+ -+const _skinIndex = /*@__PURE__*/ new Vector4(); -+const _skinWeight = /*@__PURE__*/ new Vector4(); -+ -+const _vector$5 = /*@__PURE__*/ new Vector3(); -+const _matrix = /*@__PURE__*/ new Matrix4(); -+ - class SkinnedMesh extends Mesh { -- constructor(geometry, material) { -- super(geometry, material); -+ -+ constructor( geometry, material ) { -+ -+ super( geometry, material ); -+ - this.isSkinnedMesh = true; -+ - this.type = 'SkinnedMesh'; -+ - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.bindMode = source.bindMode; -- this.bindMatrix.copy(source.bindMatrix); -- this.bindMatrixInverse.copy(source.bindMatrixInverse); -+ this.bindMatrix.copy( source.bindMatrix ); -+ this.bindMatrixInverse.copy( source.bindMatrixInverse ); -+ - this.skeleton = source.skeleton; -+ - return this; -+ - } -- bind(skeleton, bindMatrix) { -+ -+ bind( skeleton, bindMatrix ) { -+ - this.skeleton = skeleton; -- if (bindMatrix === undefined) { -- this.updateMatrixWorld(true); -+ -+ if ( bindMatrix === undefined ) { -+ -+ this.updateMatrixWorld( true ); -+ - this.skeleton.calculateInverses(); -+ - bindMatrix = this.matrixWorld; -+ - } -- this.bindMatrix.copy(bindMatrix); -- this.bindMatrixInverse.copy(bindMatrix).invert(); -+ -+ this.bindMatrix.copy( bindMatrix ); -+ this.bindMatrixInverse.copy( bindMatrix ).invert(); -+ - } -+ - pose() { -+ - this.skeleton.pose(); -+ - } -+ - normalizeSkinWeights() { -+ - const vector = new Vector4(); -+ - const skinWeight = this.geometry.attributes.skinWeight; -- for (let i = 0, l = skinWeight.count; i < l; i++) { -- vector.fromBufferAttribute(skinWeight, i); -+ -+ for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { -+ -+ vector.fromBufferAttribute( skinWeight, i ); -+ - const scale = 1.0 / vector.manhattanLength(); -- if (scale !== Infinity) { -- vector.multiplyScalar(scale); -+ -+ if ( scale !== Infinity ) { -+ -+ vector.multiplyScalar( scale ); -+ - } else { -- vector.set(1, 0, 0, 0); // do something reasonable -+ -+ vector.set( 1, 0, 0, 0 ); // do something reasonable -+ - } - -- skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w); -+ skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); -+ - } -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -- if (this.bindMode === 'attached') { -- this.bindMatrixInverse.copy(this.matrixWorld).invert(); -- } else if (this.bindMode === 'detached') { -- this.bindMatrixInverse.copy(this.bindMatrix).invert(); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ -+ if ( this.bindMode === 'attached' ) { -+ -+ this.bindMatrixInverse.copy( this.matrixWorld ).invert(); -+ -+ } else if ( this.bindMode === 'detached' ) { -+ -+ this.bindMatrixInverse.copy( this.bindMatrix ).invert(); -+ - } else { -- console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode); -+ -+ console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); -+ - } -+ - } -- boneTransform(index, target) { -+ -+ boneTransform( index, target ) { -+ - const skeleton = this.skeleton; - const geometry = this.geometry; -- _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index); -- _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index); -- _basePosition.copy(target).applyMatrix4(this.bindMatrix); -- target.set(0, 0, 0); -- for (let i = 0; i < 4; i++) { -- const weight = _skinWeight.getComponent(i); -- if (weight !== 0) { -- const boneIndex = _skinIndex.getComponent(i); -- _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]); -- target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight); -+ -+ _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); -+ _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); -+ -+ _basePosition.copy( target ).applyMatrix4( this.bindMatrix ); -+ -+ target.set( 0, 0, 0 ); -+ -+ for ( let i = 0; i < 4; i ++ ) { -+ -+ const weight = _skinWeight.getComponent( i ); -+ -+ if ( weight !== 0 ) { -+ -+ const boneIndex = _skinIndex.getComponent( i ); -+ -+ _matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); -+ -+ target.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight ); -+ - } -+ - } -- return target.applyMatrix4(this.bindMatrixInverse); -+ -+ return target.applyMatrix4( this.bindMatrixInverse ); -+ - } -+ - } - - class Bone extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isBone = true; -+ - this.type = 'Bone'; -+ - } -+ - } - - class DataTexture extends Texture { -- constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) { -- super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); -+ -+ constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) { -+ -+ super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); -+ - this.isDataTexture = true; -- this.image = { -- data: data, -- width: width, -- height: height -- }; -+ -+ this.image = { data: data, width: width, height: height }; -+ - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; -+ - } -+ - } - --const _offsetMatrix = /*@__PURE__*/new Matrix4(); --const _identityMatrix = /*@__PURE__*/new Matrix4(); -+const _offsetMatrix = /*@__PURE__*/ new Matrix4(); -+const _identityMatrix = /*@__PURE__*/ new Matrix4(); -+ - class Skeleton { -- constructor(bones = [], boneInverses = []) { -+ -+ constructor( bones = [], boneInverses = [] ) { -+ - this.uuid = generateUUID(); -- this.bones = bones.slice(0); -+ -+ this.bones = bones.slice( 0 ); - this.boneInverses = boneInverses; - this.boneMatrices = null; -+ - this.boneTexture = null; - this.boneTextureSize = 0; -- this.frame = -1; -+ -+ this.frame = - 1; -+ - this.init(); -+ - } -+ - init() { -+ - const bones = this.bones; - const boneInverses = this.boneInverses; -- this.boneMatrices = new Float32Array(bones.length * 16); -+ -+ this.boneMatrices = new Float32Array( bones.length * 16 ); - - // calculate inverse bone matrices if necessary - -- if (boneInverses.length === 0) { -+ if ( boneInverses.length === 0 ) { -+ - this.calculateInverses(); -+ - } else { -+ - // handle special case - -- if (bones.length !== boneInverses.length) { -- console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.'); -+ if ( bones.length !== boneInverses.length ) { -+ -+ console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' ); -+ - this.boneInverses = []; -- for (let i = 0, il = this.bones.length; i < il; i++) { -- this.boneInverses.push(new Matrix4()); -+ -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ this.boneInverses.push( new Matrix4() ); -+ - } -+ - } -+ - } -+ - } -+ - calculateInverses() { -+ - this.boneInverses.length = 0; -- for (let i = 0, il = this.bones.length; i < il; i++) { -+ -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ - const inverse = new Matrix4(); -- if (this.bones[i]) { -- inverse.copy(this.bones[i].matrixWorld).invert(); -+ -+ if ( this.bones[ i ] ) { -+ -+ inverse.copy( this.bones[ i ].matrixWorld ).invert(); -+ - } -- this.boneInverses.push(inverse); -+ -+ this.boneInverses.push( inverse ); -+ - } -+ - } -+ - pose() { -+ - // recover the bind-time world matrices - -- for (let i = 0, il = this.bones.length; i < il; i++) { -- const bone = this.bones[i]; -- if (bone) { -- bone.matrixWorld.copy(this.boneInverses[i]).invert(); -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ const bone = this.bones[ i ]; -+ -+ if ( bone ) { -+ -+ bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); -+ - } -+ - } - - // compute the local matrices, positions, rotations and scales - -- for (let i = 0, il = this.bones.length; i < il; i++) { -- const bone = this.bones[i]; -- if (bone) { -- if (bone.parent && bone.parent.isBone) { -- bone.matrix.copy(bone.parent.matrixWorld).invert(); -- bone.matrix.multiply(bone.matrixWorld); -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ const bone = this.bones[ i ]; -+ -+ if ( bone ) { -+ -+ if ( bone.parent && bone.parent.isBone ) { -+ -+ bone.matrix.copy( bone.parent.matrixWorld ).invert(); -+ bone.matrix.multiply( bone.matrixWorld ); -+ - } else { -- bone.matrix.copy(bone.matrixWorld); -+ -+ bone.matrix.copy( bone.matrixWorld ); -+ - } -- bone.matrix.decompose(bone.position, bone.quaternion, bone.scale); -+ -+ bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); -+ - } -+ - } -+ - } -+ - update() { -+ - const bones = this.bones; - const boneInverses = this.boneInverses; - const boneMatrices = this.boneMatrices; -@@ -19630,72 +30977,117 @@ class Skeleton { - - // flatten bone matrices to array - -- for (let i = 0, il = bones.length; i < il; i++) { -+ for ( let i = 0, il = bones.length; i < il; i ++ ) { -+ - // compute the offset between the current and the original transform - -- const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix; -- _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]); -- _offsetMatrix.toArray(boneMatrices, i * 16); -+ const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; -+ -+ _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); -+ _offsetMatrix.toArray( boneMatrices, i * 16 ); -+ - } -- if (boneTexture !== null) { -+ -+ if ( boneTexture !== null ) { -+ - boneTexture.needsUpdate = true; -+ - } -+ - } -+ - clone() { -- return new Skeleton(this.bones, this.boneInverses); -+ -+ return new Skeleton( this.bones, this.boneInverses ); -+ - } -+ - computeBoneTexture() { -+ - // layout (1 matrix = 4 pixels) -- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) -- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) -- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) -- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) -- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) -- -- let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix -- size = ceilPowerOfTwo(size); -- size = Math.max(size, 4); -- const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel -- boneMatrices.set(this.boneMatrices); // copy current values -- -- const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType); -+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) -+ // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) -+ // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) -+ // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) -+ // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) -+ -+ let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix -+ size = ceilPowerOfTwo( size ); -+ size = Math.max( size, 4 ); -+ -+ const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel -+ boneMatrices.set( this.boneMatrices ); // copy current values -+ -+ const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); - boneTexture.needsUpdate = true; -+ - this.boneMatrices = boneMatrices; - this.boneTexture = boneTexture; - this.boneTextureSize = size; -+ - return this; -+ - } -- getBoneByName(name) { -- for (let i = 0, il = this.bones.length; i < il; i++) { -- const bone = this.bones[i]; -- if (bone.name === name) { -+ -+ getBoneByName( name ) { -+ -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ const bone = this.bones[ i ]; -+ -+ if ( bone.name === name ) { -+ - return bone; -+ - } -+ - } -+ - return undefined; -+ - } -- dispose() { -- if (this.boneTexture !== null) { -+ -+ dispose( ) { -+ -+ if ( this.boneTexture !== null ) { -+ - this.boneTexture.dispose(); -+ - this.boneTexture = null; -+ - } -+ - } -- fromJSON(json, bones) { -+ -+ fromJSON( json, bones ) { -+ - this.uuid = json.uuid; -- for (let i = 0, l = json.bones.length; i < l; i++) { -- const uuid = json.bones[i]; -- let bone = bones[uuid]; -- if (bone === undefined) { -- console.warn('THREE.Skeleton: No bone found with UUID:', uuid); -+ -+ for ( let i = 0, l = json.bones.length; i < l; i ++ ) { -+ -+ const uuid = json.bones[ i ]; -+ let bone = bones[ uuid ]; -+ -+ if ( bone === undefined ) { -+ -+ console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid ); - bone = new Bone(); -+ - } -- this.bones.push(bone); -- this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i])); -+ -+ this.bones.push( bone ); -+ this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); -+ - } -+ - this.init(); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = { - metadata: { - version: 4.5, -@@ -19705,177 +31097,302 @@ class Skeleton { - bones: [], - boneInverses: [] - }; -+ - data.uuid = this.uuid; -+ - const bones = this.bones; - const boneInverses = this.boneInverses; -- for (let i = 0, l = bones.length; i < l; i++) { -- const bone = bones[i]; -- data.bones.push(bone.uuid); -- const boneInverse = boneInverses[i]; -- data.boneInverses.push(boneInverse.toArray()); -+ -+ for ( let i = 0, l = bones.length; i < l; i ++ ) { -+ -+ const bone = bones[ i ]; -+ data.bones.push( bone.uuid ); -+ -+ const boneInverse = boneInverses[ i ]; -+ data.boneInverses.push( boneInverse.toArray() ); -+ - } -+ - return data; -+ - } -+ - } - - class InstancedBufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized, meshPerAttribute = 1) { -- super(array, itemSize, normalized); -+ -+ constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { -+ -+ super( array, itemSize, normalized ); -+ - this.isInstancedBufferAttribute = true; -+ - this.meshPerAttribute = meshPerAttribute; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.meshPerAttribute = source.meshPerAttribute; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.meshPerAttribute = this.meshPerAttribute; -+ - data.isInstancedBufferAttribute = true; -+ - return data; -+ - } -+ - } - --const _instanceLocalMatrix = /*@__PURE__*/new Matrix4(); --const _instanceWorldMatrix = /*@__PURE__*/new Matrix4(); -+const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); -+const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); -+ - const _instanceIntersects = []; --const _identity = /*@__PURE__*/new Matrix4(); --const _mesh = /*@__PURE__*/new Mesh(); -+ -+const _identity = /*@__PURE__*/ new Matrix4(); -+const _mesh = /*@__PURE__*/ new Mesh(); -+ - class InstancedMesh extends Mesh { -- constructor(geometry, material, count) { -- super(geometry, material); -+ -+ constructor( geometry, material, count ) { -+ -+ super( geometry, material ); -+ - this.isInstancedMesh = true; -- this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16); -+ -+ this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); - this.instanceColor = null; -+ - this.count = count; -+ - this.frustumCulled = false; -- for (let i = 0; i < count; i++) { -- this.setMatrixAt(i, _identity); -+ -+ for ( let i = 0; i < count; i ++ ) { -+ -+ this.setMatrixAt( i, _identity ); -+ - } -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.instanceMatrix.copy(source.instanceMatrix); -- if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone(); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.instanceMatrix.copy( source.instanceMatrix ); -+ -+ if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); -+ - this.count = source.count; -+ - return this; -+ - } -- getColorAt(index, color) { -- color.fromArray(this.instanceColor.array, index * 3); -+ -+ getColorAt( index, color ) { -+ -+ color.fromArray( this.instanceColor.array, index * 3 ); -+ - } -- getMatrixAt(index, matrix) { -- matrix.fromArray(this.instanceMatrix.array, index * 16); -+ -+ getMatrixAt( index, matrix ) { -+ -+ matrix.fromArray( this.instanceMatrix.array, index * 16 ); -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const matrixWorld = this.matrixWorld; - const raycastTimes = this.count; -+ - _mesh.geometry = this.geometry; - _mesh.material = this.material; -- if (_mesh.material === undefined) return; -- for (let instanceId = 0; instanceId < raycastTimes; instanceId++) { -+ -+ if ( _mesh.material === undefined ) return; -+ -+ for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { -+ - // calculate the world matrix for each instance - -- this.getMatrixAt(instanceId, _instanceLocalMatrix); -- _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); -+ this.getMatrixAt( instanceId, _instanceLocalMatrix ); -+ -+ _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - - // the mesh represents this single instance - - _mesh.matrixWorld = _instanceWorldMatrix; -- _mesh.raycast(raycaster, _instanceIntersects); -+ -+ _mesh.raycast( raycaster, _instanceIntersects ); - - // process the result of raycast - -- for (let i = 0, l = _instanceIntersects.length; i < l; i++) { -- const intersect = _instanceIntersects[i]; -+ for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { -+ -+ const intersect = _instanceIntersects[ i ]; - intersect.instanceId = instanceId; - intersect.object = this; -- intersects.push(intersect); -+ intersects.push( intersect ); -+ - } -+ - _instanceIntersects.length = 0; -+ - } -+ - } -- setColorAt(index, color) { -- if (this.instanceColor === null) { -- this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3); -+ -+ setColorAt( index, color ) { -+ -+ if ( this.instanceColor === null ) { -+ -+ this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 ); -+ - } -- color.toArray(this.instanceColor.array, index * 3); -+ -+ color.toArray( this.instanceColor.array, index * 3 ); -+ -+ } -+ -+ setMatrixAt( index, matrix ) { -+ -+ matrix.toArray( this.instanceMatrix.array, index * 16 ); -+ - } -- setMatrixAt(index, matrix) { -- matrix.toArray(this.instanceMatrix.array, index * 16); -+ -+ updateMorphTargets() { -+ - } -- updateMorphTargets() {} -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - } -+ - } - - class LineBasicMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isLineBasicMaterial = true; -+ - this.type = 'LineBasicMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - --const _start$1 = /*@__PURE__*/new Vector3(); --const _end$1 = /*@__PURE__*/new Vector3(); --const _inverseMatrix$1 = /*@__PURE__*/new Matrix4(); --const _ray$1 = /*@__PURE__*/new Ray(); --const _sphere$1 = /*@__PURE__*/new Sphere(); -+const _start$1 = /*@__PURE__*/ new Vector3(); -+const _end$1 = /*@__PURE__*/ new Vector3(); -+const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); -+const _ray$1 = /*@__PURE__*/ new Ray(); -+const _sphere$1 = /*@__PURE__*/ new Sphere(); -+ - class Line extends Object3D { -- constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) { -+ -+ constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { -+ - super(); -+ - this.isLine = true; -+ - this.type = 'Line'; -+ - this.geometry = geometry; - this.material = material; -+ - this.updateMorphTargets(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.material = source.material; - this.geometry = source.geometry; -+ - return this; -+ - } -+ - computeLineDistances() { -+ - const geometry = this.geometry; - - // we assume non-indexed geometry - -- if (geometry.index === null) { -+ if ( geometry.index === null ) { -+ - const positionAttribute = geometry.attributes.position; -- const lineDistances = [0]; -- for (let i = 1, l = positionAttribute.count; i < l; i++) { -- _start$1.fromBufferAttribute(positionAttribute, i - 1); -- _end$1.fromBufferAttribute(positionAttribute, i); -- lineDistances[i] = lineDistances[i - 1]; -- lineDistances[i] += _start$1.distanceTo(_end$1); -- } -- geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)); -+ const lineDistances = [ 0 ]; -+ -+ for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { -+ -+ _start$1.fromBufferAttribute( positionAttribute, i - 1 ); -+ _end$1.fromBufferAttribute( positionAttribute, i ); -+ -+ lineDistances[ i ] = lineDistances[ i - 1 ]; -+ lineDistances[ i ] += _start$1.distanceTo( _end$1 ); -+ -+ } -+ -+ geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); -+ - } else { -- console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.'); -+ -+ console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); -+ - } -+ - return this; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Line.threshold; -@@ -19883,178 +31400,287 @@ class Line extends Object3D { - - // Checking boundingSphere distance to ray - -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere$1.copy(geometry.boundingSphere); -- _sphere$1.applyMatrix4(matrixWorld); -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere$1.copy( geometry.boundingSphere ); -+ _sphere$1.applyMatrix4( matrixWorld ); - _sphere$1.radius += threshold; -- if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; -+ -+ if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; - - // - -- _inverseMatrix$1.copy(matrixWorld).invert(); -- _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1); -- const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); -+ _inverseMatrix$1.copy( matrixWorld ).invert(); -+ _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); -+ -+ const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; -+ - const vStart = new Vector3(); - const vEnd = new Vector3(); - const interSegment = new Vector3(); - const interRay = new Vector3(); - const step = this.isLineSegments ? 2 : 1; -+ - const index = geometry.index; - const attributes = geometry.attributes; - const positionAttribute = attributes.position; -- if (index !== null) { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(index.count, drawRange.start + drawRange.count); -- for (let i = start, l = end - 1; i < l; i += step) { -- const a = index.getX(i); -- const b = index.getX(i + 1); -- vStart.fromBufferAttribute(positionAttribute, a); -- vEnd.fromBufferAttribute(positionAttribute, b); -- const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment); -- if (distSq > localThresholdSq) continue; -- interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation -- -- const distance = raycaster.ray.origin.distanceTo(interRay); -- if (distance < raycaster.near || distance > raycaster.far) continue; -- intersects.push({ -+ -+ if ( index !== null ) { -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, l = end - 1; i < l; i += step ) { -+ -+ const a = index.getX( i ); -+ const b = index.getX( i + 1 ); -+ -+ vStart.fromBufferAttribute( positionAttribute, a ); -+ vEnd.fromBufferAttribute( positionAttribute, b ); -+ -+ const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); -+ -+ if ( distSq > localThresholdSq ) continue; -+ -+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation -+ -+ const distance = raycaster.ray.origin.distanceTo( interRay ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) continue; -+ -+ intersects.push( { -+ - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), -- point: interSegment.clone().applyMatrix4(this.matrixWorld), -+ point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this -- }); -+ -+ } ); -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count); -- for (let i = start, l = end - 1; i < l; i += step) { -- vStart.fromBufferAttribute(positionAttribute, i); -- vEnd.fromBufferAttribute(positionAttribute, i + 1); -- const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment); -- if (distSq > localThresholdSq) continue; -- interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation -- -- const distance = raycaster.ray.origin.distanceTo(interRay); -- if (distance < raycaster.near || distance > raycaster.far) continue; -- intersects.push({ -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, l = end - 1; i < l; i += step ) { -+ -+ vStart.fromBufferAttribute( positionAttribute, i ); -+ vEnd.fromBufferAttribute( positionAttribute, i + 1 ); -+ -+ const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); -+ -+ if ( distSq > localThresholdSq ) continue; -+ -+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation -+ -+ const distance = raycaster.ray.origin.distanceTo( interRay ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) continue; -+ -+ intersects.push( { -+ - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), -- point: interSegment.clone().applyMatrix4(this.matrixWorld), -+ point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this -- }); -+ -+ } ); -+ - } -+ - } -+ - } -+ - updateMorphTargets() { -+ - const geometry = this.geometry; -+ - const morphAttributes = geometry.morphAttributes; -- const keys = Object.keys(morphAttributes); -- if (keys.length > 0) { -- const morphAttribute = morphAttributes[keys[0]]; -- if (morphAttribute !== undefined) { -+ const keys = Object.keys( morphAttributes ); -+ -+ if ( keys.length > 0 ) { -+ -+ const morphAttribute = morphAttributes[ keys[ 0 ] ]; -+ -+ if ( morphAttribute !== undefined ) { -+ - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; -- for (let m = 0, ml = morphAttribute.length; m < ml; m++) { -- const name = morphAttribute[m].name || String(m); -- this.morphTargetInfluences.push(0); -- this.morphTargetDictionary[name] = m; -+ -+ for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { -+ -+ const name = morphAttribute[ m ].name || String( m ); -+ -+ this.morphTargetInfluences.push( 0 ); -+ this.morphTargetDictionary[ name ] = m; -+ - } -+ - } -+ - } -+ - } -+ - } - --const _start = /*@__PURE__*/new Vector3(); --const _end = /*@__PURE__*/new Vector3(); -+const _start = /*@__PURE__*/ new Vector3(); -+const _end = /*@__PURE__*/ new Vector3(); -+ - class LineSegments extends Line { -- constructor(geometry, material) { -- super(geometry, material); -+ -+ constructor( geometry, material ) { -+ -+ super( geometry, material ); -+ - this.isLineSegments = true; -+ - this.type = 'LineSegments'; -+ - } -+ - computeLineDistances() { -+ - const geometry = this.geometry; - - // we assume non-indexed geometry - -- if (geometry.index === null) { -+ if ( geometry.index === null ) { -+ - const positionAttribute = geometry.attributes.position; - const lineDistances = []; -- for (let i = 0, l = positionAttribute.count; i < l; i += 2) { -- _start.fromBufferAttribute(positionAttribute, i); -- _end.fromBufferAttribute(positionAttribute, i + 1); -- lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1]; -- lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end); -+ -+ for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { -+ -+ _start.fromBufferAttribute( positionAttribute, i ); -+ _end.fromBufferAttribute( positionAttribute, i + 1 ); -+ -+ lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; -+ lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); -+ - } -- geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)); -+ -+ geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); -+ - } else { -- console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.'); -+ -+ console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); -+ - } -+ - return this; -+ - } -+ - } - - class LineLoop extends Line { -- constructor(geometry, material) { -- super(geometry, material); -+ -+ constructor( geometry, material ) { -+ -+ super( geometry, material ); -+ - this.isLineLoop = true; -+ - this.type = 'LineLoop'; -+ - } -+ - } - - class PointsMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isPointsMaterial = true; -+ - this.type = 'PointsMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.size = 1; - this.sizeAttenuation = true; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - --const _inverseMatrix = /*@__PURE__*/new Matrix4(); --const _ray = /*@__PURE__*/new Ray(); --const _sphere = /*@__PURE__*/new Sphere(); --const _position$2 = /*@__PURE__*/new Vector3(); -+const _inverseMatrix = /*@__PURE__*/ new Matrix4(); -+const _ray = /*@__PURE__*/ new Ray(); -+const _sphere = /*@__PURE__*/ new Sphere(); -+const _position$2 = /*@__PURE__*/ new Vector3(); -+ - class Points extends Object3D { -- constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) { -+ -+ constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { -+ - super(); -+ - this.isPoints = true; -+ - this.type = 'Points'; -+ - this.geometry = geometry; - this.material = material; -+ - this.updateMorphTargets(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.material = source.material; - this.geometry = source.geometry; -+ - return this; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Points.threshold; -@@ -20062,126 +31688,202 @@ class Points extends Object3D { - - // Checking boundingSphere distance to ray - -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere.copy(geometry.boundingSphere); -- _sphere.applyMatrix4(matrixWorld); -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere.copy( geometry.boundingSphere ); -+ _sphere.applyMatrix4( matrixWorld ); - _sphere.radius += threshold; -- if (raycaster.ray.intersectsSphere(_sphere) === false) return; -+ -+ if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; - - // - -- _inverseMatrix.copy(matrixWorld).invert(); -- _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix); -- const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); -+ _inverseMatrix.copy( matrixWorld ).invert(); -+ _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); -+ -+ const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; -+ - const index = geometry.index; - const attributes = geometry.attributes; - const positionAttribute = attributes.position; -- if (index !== null) { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(index.count, drawRange.start + drawRange.count); -- for (let i = start, il = end; i < il; i++) { -- const a = index.getX(i); -- _position$2.fromBufferAttribute(positionAttribute, a); -- testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this); -+ -+ if ( index !== null ) { -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, il = end; i < il; i ++ ) { -+ -+ const a = index.getX( i ); -+ -+ _position$2.fromBufferAttribute( positionAttribute, a ); -+ -+ testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count); -- for (let i = start, l = end; i < l; i++) { -- _position$2.fromBufferAttribute(positionAttribute, i); -- testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this); -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, l = end; i < l; i ++ ) { -+ -+ _position$2.fromBufferAttribute( positionAttribute, i ); -+ -+ testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); -+ - } -+ - } -+ - } -+ - updateMorphTargets() { -+ - const geometry = this.geometry; -+ - const morphAttributes = geometry.morphAttributes; -- const keys = Object.keys(morphAttributes); -- if (keys.length > 0) { -- const morphAttribute = morphAttributes[keys[0]]; -- if (morphAttribute !== undefined) { -+ const keys = Object.keys( morphAttributes ); -+ -+ if ( keys.length > 0 ) { -+ -+ const morphAttribute = morphAttributes[ keys[ 0 ] ]; -+ -+ if ( morphAttribute !== undefined ) { -+ - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; -- for (let m = 0, ml = morphAttribute.length; m < ml; m++) { -- const name = morphAttribute[m].name || String(m); -- this.morphTargetInfluences.push(0); -- this.morphTargetDictionary[name] = m; -+ -+ for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { -+ -+ const name = morphAttribute[ m ].name || String( m ); -+ -+ this.morphTargetInfluences.push( 0 ); -+ this.morphTargetDictionary[ name ] = m; -+ - } -+ - } -+ - } -+ - } -+ - } --function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) { -- const rayPointDistanceSq = _ray.distanceSqToPoint(point); -- if (rayPointDistanceSq < localThresholdSq) { -+ -+function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { -+ -+ const rayPointDistanceSq = _ray.distanceSqToPoint( point ); -+ -+ if ( rayPointDistanceSq < localThresholdSq ) { -+ - const intersectPoint = new Vector3(); -- _ray.closestPointToPoint(point, intersectPoint); -- intersectPoint.applyMatrix4(matrixWorld); -- const distance = raycaster.ray.origin.distanceTo(intersectPoint); -- if (distance < raycaster.near || distance > raycaster.far) return; -- intersects.push({ -+ -+ _ray.closestPointToPoint( point, intersectPoint ); -+ intersectPoint.applyMatrix4( matrixWorld ); -+ -+ const distance = raycaster.ray.origin.distanceTo( intersectPoint ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) return; -+ -+ intersects.push( { -+ - distance: distance, -- distanceToRay: Math.sqrt(rayPointDistanceSq), -+ distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint, - index: index, - face: null, - object: object -- }); -+ -+ } ); -+ - } -+ - } - - class VideoTexture extends Texture { -- constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { -- super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); -+ -+ constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { -+ -+ super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); -+ - this.isVideoTexture = true; -+ - this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; -+ - this.generateMipmaps = false; -+ - const scope = this; -+ - function updateVideo() { -+ - scope.needsUpdate = true; -- video.requestVideoFrameCallback(updateVideo); -+ video.requestVideoFrameCallback( updateVideo ); -+ - } -- if ('requestVideoFrameCallback' in video) { -- video.requestVideoFrameCallback(updateVideo); -+ -+ if ( 'requestVideoFrameCallback' in video ) { -+ -+ video.requestVideoFrameCallback( updateVideo ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.image).copy(this); -+ -+ return new this.constructor( this.image ).copy( this ); -+ - } -+ - update() { -+ - const video = this.image; -- const hasVideoFrameCallback = ('requestVideoFrameCallback' in video); -- if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) { -+ const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; -+ -+ if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { -+ - this.needsUpdate = true; -+ - } -+ - } -+ - } - - class FramebufferTexture extends Texture { -- constructor(width, height, format) { -- super({ -- width, -- height -- }); -+ -+ constructor( width, height, format ) { -+ -+ super( { width, height } ); -+ - this.isFramebufferTexture = true; -+ - this.format = format; -+ - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; -+ - this.generateMipmaps = false; -+ - this.needsUpdate = true; -+ - } -+ - } - - class CompressedTexture extends Texture { -- constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) { -- super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); -+ -+ constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { -+ -+ super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); -+ - this.isCompressedTexture = true; -- this.image = { -- width: width, -- height: height -- }; -+ -+ this.image = { width: width, height: height }; - this.mipmaps = mipmaps; - - // no flipping for cube textures -@@ -20193,24 +31895,37 @@ class CompressedTexture extends Texture { - // mips must be embedded in DDS files - - this.generateMipmaps = false; -+ - } -+ - } - - class CompressedArrayTexture extends CompressedTexture { -- constructor(mipmaps, width, height, depth, format, type) { -- super(mipmaps, width, height, format, type); -+ -+ constructor( mipmaps, width, height, depth, format, type ) { -+ -+ super( mipmaps, width, height, format, type ); -+ - this.isCompressedArrayTexture = true; - this.image.depth = depth; - this.wrapR = ClampToEdgeWrapping; -+ - } -+ - } - - class CanvasTexture extends Texture { -- constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { -- super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); -+ -+ constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { -+ -+ super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); -+ - this.isCanvasTexture = true; -+ - this.needsUpdate = true; -+ - } -+ - } - - /** -@@ -20244,136 +31959,193 @@ class CanvasTexture extends Texture { - **/ - - class Curve { -+ - constructor() { -+ - this.type = 'Curve'; -+ - this.arcLengthDivisions = 200; -+ - } - - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] - -- getPoint( /* t, optionalTarget */ -- ) { -- console.warn('THREE.Curve: .getPoint() not implemented.'); -+ getPoint( /* t, optionalTarget */ ) { -+ -+ console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; -+ - } - - // Get point at relative position in curve according to arc length - // - u [0 .. 1] - -- getPointAt(u, optionalTarget) { -- const t = this.getUtoTmapping(u); -- return this.getPoint(t, optionalTarget); -+ getPointAt( u, optionalTarget ) { -+ -+ const t = this.getUtoTmapping( u ); -+ return this.getPoint( t, optionalTarget ); -+ - } - - // Get sequence of points using getPoint( t ) - -- getPoints(divisions = 5) { -+ getPoints( divisions = 5 ) { -+ - const points = []; -- for (let d = 0; d <= divisions; d++) { -- points.push(this.getPoint(d / divisions)); -+ -+ for ( let d = 0; d <= divisions; d ++ ) { -+ -+ points.push( this.getPoint( d / divisions ) ); -+ - } -+ - return points; -+ - } - - // Get sequence of points using getPointAt( u ) - -- getSpacedPoints(divisions = 5) { -+ getSpacedPoints( divisions = 5 ) { -+ - const points = []; -- for (let d = 0; d <= divisions; d++) { -- points.push(this.getPointAt(d / divisions)); -+ -+ for ( let d = 0; d <= divisions; d ++ ) { -+ -+ points.push( this.getPointAt( d / divisions ) ); -+ - } -+ - return points; -+ - } - - // Get total curve arc length - - getLength() { -+ - const lengths = this.getLengths(); -- return lengths[lengths.length - 1]; -+ return lengths[ lengths.length - 1 ]; -+ - } - - // Get list of cumulative segment lengths - -- getLengths(divisions = this.arcLengthDivisions) { -- if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) { -+ getLengths( divisions = this.arcLengthDivisions ) { -+ -+ if ( this.cacheArcLengths && -+ ( this.cacheArcLengths.length === divisions + 1 ) && -+ ! this.needsUpdate ) { -+ - return this.cacheArcLengths; -+ - } -+ - this.needsUpdate = false; -+ - const cache = []; -- let current, -- last = this.getPoint(0); -+ let current, last = this.getPoint( 0 ); - let sum = 0; -- cache.push(0); -- for (let p = 1; p <= divisions; p++) { -- current = this.getPoint(p / divisions); -- sum += current.distanceTo(last); -- cache.push(sum); -+ -+ cache.push( 0 ); -+ -+ for ( let p = 1; p <= divisions; p ++ ) { -+ -+ current = this.getPoint( p / divisions ); -+ sum += current.distanceTo( last ); -+ cache.push( sum ); - last = current; -+ - } -+ - this.cacheArcLengths = cache; -+ - return cache; // { sums: cache, sum: sum }; Sum is in the last element. -+ - } - - updateArcLengths() { -+ - this.needsUpdate = true; - this.getLengths(); -+ - } - - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - -- getUtoTmapping(u, distance) { -+ getUtoTmapping( u, distance ) { -+ - const arcLengths = this.getLengths(); -+ - let i = 0; - const il = arcLengths.length; -+ - let targetArcLength; // The targeted u distance value to get - -- if (distance) { -+ if ( distance ) { -+ - targetArcLength = distance; -+ - } else { -- targetArcLength = u * arcLengths[il - 1]; -+ -+ targetArcLength = u * arcLengths[ il - 1 ]; -+ - } - - // binary search for the index with largest value smaller than target u distance - -- let low = 0, -- high = il - 1, -- comparison; -- while (low <= high) { -- i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats -+ let low = 0, high = il - 1, comparison; -+ -+ while ( low <= high ) { -+ -+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats -+ -+ comparison = arcLengths[ i ] - targetArcLength; -+ -+ if ( comparison < 0 ) { - -- comparison = arcLengths[i] - targetArcLength; -- if (comparison < 0) { - low = i + 1; -- } else if (comparison > 0) { -+ -+ } else if ( comparison > 0 ) { -+ - high = i - 1; -+ - } else { -+ - high = i; - break; - - // DONE -+ - } -+ - } - - i = high; -- if (arcLengths[i] === targetArcLength) { -- return i / (il - 1); -+ -+ if ( arcLengths[ i ] === targetArcLength ) { -+ -+ return i / ( il - 1 ); -+ - } - - // we could get finer grain at lengths, or use simple interpolation between two points - -- const lengthBefore = arcLengths[i]; -- const lengthAfter = arcLengths[i + 1]; -+ const lengthBefore = arcLengths[ i ]; -+ const lengthAfter = arcLengths[ i + 1 ]; -+ - const segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - -- const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; -+ const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - -- const t = (i + segmentFraction) / (il - 1); -+ const t = ( i + segmentFraction ) / ( il - 1 ); -+ - return t; -+ - } - - // Returns a unit vector tangent at t -@@ -20381,109 +32153,165 @@ class Curve { - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation - -- getTangent(t, optionalTarget) { -+ getTangent( t, optionalTarget ) { -+ - const delta = 0.0001; - let t1 = t - delta; - let t2 = t + delta; - - // Capping in case of danger - -- if (t1 < 0) t1 = 0; -- if (t2 > 1) t2 = 1; -- const pt1 = this.getPoint(t1); -- const pt2 = this.getPoint(t2); -- const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3()); -- tangent.copy(pt2).sub(pt1).normalize(); -+ if ( t1 < 0 ) t1 = 0; -+ if ( t2 > 1 ) t2 = 1; -+ -+ const pt1 = this.getPoint( t1 ); -+ const pt2 = this.getPoint( t2 ); -+ -+ const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); -+ -+ tangent.copy( pt2 ).sub( pt1 ).normalize(); -+ - return tangent; -+ - } -- getTangentAt(u, optionalTarget) { -- const t = this.getUtoTmapping(u); -- return this.getTangent(t, optionalTarget); -+ -+ getTangentAt( u, optionalTarget ) { -+ -+ const t = this.getUtoTmapping( u ); -+ return this.getTangent( t, optionalTarget ); -+ - } -- computeFrenetFrames(segments, closed) { -+ -+ computeFrenetFrames( segments, closed ) { -+ - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - - const normal = new Vector3(); -+ - const tangents = []; - const normals = []; - const binormals = []; -+ - const vec = new Vector3(); - const mat = new Matrix4(); - - // compute the tangent vectors for each segment on the curve - -- for (let i = 0; i <= segments; i++) { -+ for ( let i = 0; i <= segments; i ++ ) { -+ - const u = i / segments; -- tangents[i] = this.getTangentAt(u, new Vector3()); -+ -+ tangents[ i ] = this.getTangentAt( u, new Vector3() ); -+ - } - - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component - -- normals[0] = new Vector3(); -- binormals[0] = new Vector3(); -+ normals[ 0 ] = new Vector3(); -+ binormals[ 0 ] = new Vector3(); - let min = Number.MAX_VALUE; -- const tx = Math.abs(tangents[0].x); -- const ty = Math.abs(tangents[0].y); -- const tz = Math.abs(tangents[0].z); -- if (tx <= min) { -+ const tx = Math.abs( tangents[ 0 ].x ); -+ const ty = Math.abs( tangents[ 0 ].y ); -+ const tz = Math.abs( tangents[ 0 ].z ); -+ -+ if ( tx <= min ) { -+ - min = tx; -- normal.set(1, 0, 0); -+ normal.set( 1, 0, 0 ); -+ - } -- if (ty <= min) { -+ -+ if ( ty <= min ) { -+ - min = ty; -- normal.set(0, 1, 0); -+ normal.set( 0, 1, 0 ); -+ - } -- if (tz <= min) { -- normal.set(0, 0, 1); -+ -+ if ( tz <= min ) { -+ -+ normal.set( 0, 0, 1 ); -+ - } -- vec.crossVectors(tangents[0], normal).normalize(); -- normals[0].crossVectors(tangents[0], vec); -- binormals[0].crossVectors(tangents[0], normals[0]); -+ -+ vec.crossVectors( tangents[ 0 ], normal ).normalize(); -+ -+ normals[ 0 ].crossVectors( tangents[ 0 ], vec ); -+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); -+ - - // compute the slowly-varying normal and binormal vectors for each segment on the curve - -- for (let i = 1; i <= segments; i++) { -- normals[i] = normals[i - 1].clone(); -- binormals[i] = binormals[i - 1].clone(); -- vec.crossVectors(tangents[i - 1], tangents[i]); -- if (vec.length() > Number.EPSILON) { -+ for ( let i = 1; i <= segments; i ++ ) { -+ -+ normals[ i ] = normals[ i - 1 ].clone(); -+ -+ binormals[ i ] = binormals[ i - 1 ].clone(); -+ -+ vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); -+ -+ if ( vec.length() > Number.EPSILON ) { -+ - vec.normalize(); -- const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors - -- normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta)); -+ const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors -+ -+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); -+ - } -- binormals[i].crossVectors(tangents[i], normals[i]); -+ -+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); -+ - } - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - -- if (closed === true) { -- let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1)); -+ if ( closed === true ) { -+ -+ let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; -- if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) { -- theta = -theta; -+ -+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { -+ -+ theta = - theta; -+ - } -- for (let i = 1; i <= segments; i++) { -+ -+ for ( let i = 1; i <= segments; i ++ ) { -+ - // twist a little... -- normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i)); -- binormals[i].crossVectors(tangents[i], normals[i]); -+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); -+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); -+ - } -+ - } -+ - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.arcLengthDivisions = source.arcLengthDivisions; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = { - metadata: { - version: 4.5, -@@ -20491,112 +32319,188 @@ class Curve { - generator: 'Curve.toJSON' - } - }; -+ - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; -+ - return data; -+ - } -- fromJSON(json) { -+ -+ fromJSON( json ) { -+ - this.arcLengthDivisions = json.arcLengthDivisions; -+ - return this; -+ - } -+ - } - - class EllipseCurve extends Curve { -- constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) { -+ -+ constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { -+ - super(); -+ - this.isEllipseCurve = true; -+ - this.type = 'EllipseCurve'; -+ - this.aX = aX; - this.aY = aY; -+ - this.xRadius = xRadius; - this.yRadius = yRadius; -+ - this.aStartAngle = aStartAngle; - this.aEndAngle = aEndAngle; -+ - this.aClockwise = aClockwise; -+ - this.aRotation = aRotation; -+ - } -- getPoint(t, optionalTarget) { -+ -+ getPoint( t, optionalTarget ) { -+ - const point = optionalTarget || new Vector2(); -+ - const twoPi = Math.PI * 2; - let deltaAngle = this.aEndAngle - this.aStartAngle; -- const samePoints = Math.abs(deltaAngle) < Number.EPSILON; -+ const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - - // ensures that deltaAngle is 0 .. 2 PI -- while (deltaAngle < 0) deltaAngle += twoPi; -- while (deltaAngle > twoPi) deltaAngle -= twoPi; -- if (deltaAngle < Number.EPSILON) { -- if (samePoints) { -+ while ( deltaAngle < 0 ) deltaAngle += twoPi; -+ while ( deltaAngle > twoPi ) deltaAngle -= twoPi; -+ -+ if ( deltaAngle < Number.EPSILON ) { -+ -+ if ( samePoints ) { -+ - deltaAngle = 0; -+ - } else { -+ - deltaAngle = twoPi; -+ - } -+ - } -- if (this.aClockwise === true && !samePoints) { -- if (deltaAngle === twoPi) { -- deltaAngle = -twoPi; -+ -+ if ( this.aClockwise === true && ! samePoints ) { -+ -+ if ( deltaAngle === twoPi ) { -+ -+ deltaAngle = - twoPi; -+ - } else { -+ - deltaAngle = deltaAngle - twoPi; -+ - } -+ - } -+ - const angle = this.aStartAngle + t * deltaAngle; -- let x = this.aX + this.xRadius * Math.cos(angle); -- let y = this.aY + this.yRadius * Math.sin(angle); -- if (this.aRotation !== 0) { -- const cos = Math.cos(this.aRotation); -- const sin = Math.sin(this.aRotation); -+ let x = this.aX + this.xRadius * Math.cos( angle ); -+ let y = this.aY + this.yRadius * Math.sin( angle ); -+ -+ if ( this.aRotation !== 0 ) { -+ -+ const cos = Math.cos( this.aRotation ); -+ const sin = Math.sin( this.aRotation ); -+ - const tx = x - this.aX; - const ty = y - this.aY; - - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; -+ - } -- return point.set(x, y); -+ -+ return point.set( x, y ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.aX = source.aX; - this.aY = source.aY; -+ - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; -+ - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; -+ - this.aClockwise = source.aClockwise; -+ - this.aRotation = source.aRotation; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.aX = this.aX; - data.aY = this.aY; -+ - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; -+ - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; -+ - data.aClockwise = this.aClockwise; -+ - data.aRotation = this.aRotation; -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.aX = json.aX; - this.aY = json.aY; -+ - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; -+ - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; -+ - this.aClockwise = json.aClockwise; -+ - this.aRotation = json.aRotation; -+ - return this; -+ - } -+ - } - - class ArcCurve extends EllipseCurve { -- constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { -- super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); -+ -+ constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { -+ -+ super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); -+ - this.isArcCurve = true; -+ - this.type = 'ArcCurve'; -+ - } -+ - } - - /** -@@ -20608,6 +32512,7 @@ class ArcCurve extends EllipseCurve { - * curve.tension is used for catmullrom which defaults to 0.5 - */ - -+ - /* - Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ -@@ -20619,152 +32524,234 @@ which can be placed in CurveUtils. - */ - - function CubicPoly() { -- let c0 = 0, -- c1 = 0, -- c2 = 0, -- c3 = 0; -+ -+ let c0 = 0, c1 = 0, c2 = 0, c3 = 0; - - /* - * Compute coefficients for a cubic polynomial -- * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 -+ * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that -- * p(0) = x0, p(1) = x1 -- * and -- * p'(0) = t0, p'(1) = t1. -+ * p(0) = x0, p(1) = x1 -+ * and -+ * p'(0) = t0, p'(1) = t1. - */ -- function init(x0, x1, t0, t1) { -+ function init( x0, x1, t0, t1 ) { -+ - c0 = x0; - c1 = t0; -- c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1; -+ c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; -+ - } -+ - return { -- initCatmullRom: function (x0, x1, x2, x3, tension) { -- init(x1, x2, tension * (x2 - x0), tension * (x3 - x1)); -+ -+ initCatmullRom: function ( x0, x1, x2, x3, tension ) { -+ -+ init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); -+ - }, -- initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) { -+ -+ initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { -+ - // compute tangents when parameterized in [t1,t2] -- let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1; -- let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; -+ let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; -+ let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; -- init(x1, x2, t1, t2); -+ -+ init( x1, x2, t1, t2 ); -+ - }, -- calc: function (t) { -+ -+ calc: function ( t ) { -+ - const t2 = t * t; - const t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; -+ - } -+ - }; -+ - } - - // - --const tmp = /*@__PURE__*/new Vector3(); --const px = /*@__PURE__*/new CubicPoly(); --const py = /*@__PURE__*/new CubicPoly(); --const pz = /*@__PURE__*/new CubicPoly(); -+const tmp = /*@__PURE__*/ new Vector3(); -+const px = /*@__PURE__*/ new CubicPoly(); -+const py = /*@__PURE__*/ new CubicPoly(); -+const pz = /*@__PURE__*/ new CubicPoly(); -+ - class CatmullRomCurve3 extends Curve { -- constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) { -+ -+ constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) { -+ - super(); -+ - this.isCatmullRomCurve3 = true; -+ - this.type = 'CatmullRomCurve3'; -+ - this.points = points; - this.closed = closed; - this.curveType = curveType; - this.tension = tension; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -+ - const points = this.points; - const l = points.length; -- const p = (l - (this.closed ? 0 : 1)) * t; -- let intPoint = Math.floor(p); -+ -+ const p = ( l - ( this.closed ? 0 : 1 ) ) * t; -+ let intPoint = Math.floor( p ); - let weight = p - intPoint; -- if (this.closed) { -- intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l; -- } else if (weight === 0 && intPoint === l - 1) { -+ -+ if ( this.closed ) { -+ -+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; -+ -+ } else if ( weight === 0 && intPoint === l - 1 ) { -+ - intPoint = l - 2; - weight = 1; -+ - } -+ - let p0, p3; // 4 points (p1 & p2 defined below) - -- if (this.closed || intPoint > 0) { -- p0 = points[(intPoint - 1) % l]; -+ if ( this.closed || intPoint > 0 ) { -+ -+ p0 = points[ ( intPoint - 1 ) % l ]; -+ - } else { -+ - // extrapolate first point -- tmp.subVectors(points[0], points[1]).add(points[0]); -+ tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; -+ - } -- const p1 = points[intPoint % l]; -- const p2 = points[(intPoint + 1) % l]; -- if (this.closed || intPoint + 2 < l) { -- p3 = points[(intPoint + 2) % l]; -+ -+ const p1 = points[ intPoint % l ]; -+ const p2 = points[ ( intPoint + 1 ) % l ]; -+ -+ if ( this.closed || intPoint + 2 < l ) { -+ -+ p3 = points[ ( intPoint + 2 ) % l ]; -+ - } else { -+ - // extrapolate last point -- tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]); -+ tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; -+ - } -- if (this.curveType === 'centripetal' || this.curveType === 'chordal') { -+ -+ if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { -+ - // init Centripetal / Chordal Catmull-Rom - const pow = this.curveType === 'chordal' ? 0.5 : 0.25; -- let dt0 = Math.pow(p0.distanceToSquared(p1), pow); -- let dt1 = Math.pow(p1.distanceToSquared(p2), pow); -- let dt2 = Math.pow(p2.distanceToSquared(p3), pow); -+ let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); -+ let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); -+ let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points -- if (dt1 < 1e-4) dt1 = 1.0; -- if (dt0 < 1e-4) dt0 = dt1; -- if (dt2 < 1e-4) dt2 = dt1; -- px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2); -- py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2); -- pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2); -- } else if (this.curveType === 'catmullrom') { -- px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension); -- py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension); -- pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension); -- } -- point.set(px.calc(weight), py.calc(weight), pz.calc(weight)); -+ if ( dt1 < 1e-4 ) dt1 = 1.0; -+ if ( dt0 < 1e-4 ) dt0 = dt1; -+ if ( dt2 < 1e-4 ) dt2 = dt1; -+ -+ px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); -+ py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); -+ pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); -+ -+ } else if ( this.curveType === 'catmullrom' ) { -+ -+ px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); -+ py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); -+ pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); -+ -+ } -+ -+ point.set( -+ px.calc( weight ), -+ py.calc( weight ), -+ pz.calc( weight ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.points = []; -- for (let i = 0, l = source.points.length; i < l; i++) { -- const point = source.points[i]; -- this.points.push(point.clone()); -+ -+ for ( let i = 0, l = source.points.length; i < l; i ++ ) { -+ -+ const point = source.points[ i ]; -+ -+ this.points.push( point.clone() ); -+ - } -+ - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.points = []; -- for (let i = 0, l = this.points.length; i < l; i++) { -- const point = this.points[i]; -- data.points.push(point.toArray()); -+ -+ for ( let i = 0, l = this.points.length; i < l; i ++ ) { -+ -+ const point = this.points[ i ]; -+ data.points.push( point.toArray() ); -+ - } -+ - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.points = []; -- for (let i = 0, l = json.points.length; i < l; i++) { -- const point = json.points[i]; -- this.points.push(new Vector3().fromArray(point)); -+ -+ for ( let i = 0, l = json.points.length; i < l; i ++ ) { -+ -+ const point = json.points[ i ]; -+ this.points.push( new Vector3().fromArray( point ) ); -+ - } -+ - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; -+ - return this; -+ - } -+ - } - - /** -@@ -20772,357 +32759,612 @@ class CatmullRomCurve3 extends Curve { - * https://en.wikipedia.org/wiki/B%C3%A9zier_curve - */ - --function CatmullRom(t, p0, p1, p2, p3) { -- const v0 = (p2 - p0) * 0.5; -- const v1 = (p3 - p1) * 0.5; -+function CatmullRom( t, p0, p1, p2, p3 ) { -+ -+ const v0 = ( p2 - p0 ) * 0.5; -+ const v1 = ( p3 - p1 ) * 0.5; - const t2 = t * t; - const t3 = t * t2; -- return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; -+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; -+ - } - - // - --function QuadraticBezierP0(t, p) { -+function QuadraticBezierP0( t, p ) { -+ - const k = 1 - t; - return k * k * p; -+ - } --function QuadraticBezierP1(t, p) { -- return 2 * (1 - t) * t * p; -+ -+function QuadraticBezierP1( t, p ) { -+ -+ return 2 * ( 1 - t ) * t * p; -+ - } --function QuadraticBezierP2(t, p) { -+ -+function QuadraticBezierP2( t, p ) { -+ - return t * t * p; -+ - } --function QuadraticBezier(t, p0, p1, p2) { -- return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2); -+ -+function QuadraticBezier( t, p0, p1, p2 ) { -+ -+ return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + -+ QuadraticBezierP2( t, p2 ); -+ - } - - // - --function CubicBezierP0(t, p) { -+function CubicBezierP0( t, p ) { -+ - const k = 1 - t; - return k * k * k * p; -+ - } --function CubicBezierP1(t, p) { -+ -+function CubicBezierP1( t, p ) { -+ - const k = 1 - t; - return 3 * k * k * t * p; -+ - } --function CubicBezierP2(t, p) { -- return 3 * (1 - t) * t * t * p; -+ -+function CubicBezierP2( t, p ) { -+ -+ return 3 * ( 1 - t ) * t * t * p; -+ - } --function CubicBezierP3(t, p) { -+ -+function CubicBezierP3( t, p ) { -+ - return t * t * t * p; -+ - } --function CubicBezier(t, p0, p1, p2, p3) { -- return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3); -+ -+function CubicBezier( t, p0, p1, p2, p3 ) { -+ -+ return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + -+ CubicBezierP3( t, p3 ); -+ - } - - class CubicBezierCurve extends Curve { -- constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) { -+ -+ constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { -+ - super(); -+ - this.isCubicBezierCurve = true; -+ - this.type = 'CubicBezierCurve'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2, -- v3 = this.v3; -- point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; -+ -+ point.set( -+ CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), -+ CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -- this.v3.copy(source.v3); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ this.v3.copy( source.v3 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -- this.v3.fromArray(json.v3); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ this.v3.fromArray( json.v3 ); -+ - return this; -+ - } -+ - } - - class CubicBezierCurve3 extends Curve { -- constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) { -+ -+ constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { -+ - super(); -+ - this.isCubicBezierCurve3 = true; -+ - this.type = 'CubicBezierCurve3'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2, -- v3 = this.v3; -- point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; -+ -+ point.set( -+ CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), -+ CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), -+ CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -- this.v3.copy(source.v3); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ this.v3.copy( source.v3 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -- this.v3.fromArray(json.v3); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ this.v3.fromArray( json.v3 ); -+ - return this; -+ - } -+ - } - - class LineCurve extends Curve { -- constructor(v1 = new Vector2(), v2 = new Vector2()) { -+ -+ constructor( v1 = new Vector2(), v2 = new Vector2() ) { -+ - super(); -+ - this.isLineCurve = true; -+ - this.type = 'LineCurve'; -+ - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -- if (t === 1) { -- point.copy(this.v2); -+ -+ if ( t === 1 ) { -+ -+ point.copy( this.v2 ); -+ - } else { -- point.copy(this.v2).sub(this.v1); -- point.multiplyScalar(t).add(this.v1); -+ -+ point.copy( this.v2 ).sub( this.v1 ); -+ point.multiplyScalar( t ).add( this.v1 ); -+ - } -+ - return point; -+ - } - - // Line curve is linear, so we can overwrite default getPointAt -- getPointAt(u, optionalTarget) { -- return this.getPoint(u, optionalTarget); -+ getPointAt( u, optionalTarget ) { -+ -+ return this.getPoint( u, optionalTarget ); -+ - } -- getTangent(t, optionalTarget) { -+ -+ getTangent( t, optionalTarget ) { -+ - const tangent = optionalTarget || new Vector2(); -- tangent.copy(this.v2).sub(this.v1).normalize(); -+ -+ tangent.copy( this.v2 ).sub( this.v1 ).normalize(); -+ - return tangent; -+ - } -- copy(source) { -- super.copy(source); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class LineCurve3 extends Curve { -- constructor(v1 = new Vector3(), v2 = new Vector3()) { -+ -+ constructor( v1 = new Vector3(), v2 = new Vector3() ) { -+ - super(); -+ - this.isLineCurve3 = true; -+ - this.type = 'LineCurve3'; -+ - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -- if (t === 1) { -- point.copy(this.v2); -+ -+ if ( t === 1 ) { -+ -+ point.copy( this.v2 ); -+ - } else { -- point.copy(this.v2).sub(this.v1); -- point.multiplyScalar(t).add(this.v1); -+ -+ point.copy( this.v2 ).sub( this.v1 ); -+ point.multiplyScalar( t ).add( this.v1 ); -+ - } -+ - return point; -+ - } - // Line curve is linear, so we can overwrite default getPointAt -- getPointAt(u, optionalTarget) { -- return this.getPoint(u, optionalTarget); -+ getPointAt( u, optionalTarget ) { -+ -+ return this.getPoint( u, optionalTarget ); -+ - } -- copy(source) { -- super.copy(source); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } - toJSON() { -+ - const data = super.toJSON(); -+ - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class QuadraticBezierCurve extends Curve { -- constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) { -+ -+ constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { -+ - super(); -+ - this.isQuadraticBezierCurve = true; -+ - this.type = 'QuadraticBezierCurve'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2; -- point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2; -+ -+ point.set( -+ QuadraticBezier( t, v0.x, v1.x, v2.x ), -+ QuadraticBezier( t, v0.y, v1.y, v2.y ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class QuadraticBezierCurve3 extends Curve { -- constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) { -+ -+ constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { -+ - super(); -+ - this.isQuadraticBezierCurve3 = true; -+ - this.type = 'QuadraticBezierCurve3'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2; -- point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2; -+ -+ point.set( -+ QuadraticBezier( t, v0.x, v1.x, v2.x ), -+ QuadraticBezier( t, v0.y, v1.y, v2.y ), -+ QuadraticBezier( t, v0.z, v1.z, v2.z ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class SplineCurve extends Curve { -- constructor(points = []) { -+ -+ constructor( points = [] ) { -+ - super(); -+ - this.isSplineCurve = true; -+ - this.type = 'SplineCurve'; -+ - this.points = points; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -+ - const points = this.points; -- const p = (points.length - 1) * t; -- const intPoint = Math.floor(p); -+ const p = ( points.length - 1 ) * t; -+ -+ const intPoint = Math.floor( p ); - const weight = p - intPoint; -- const p0 = points[intPoint === 0 ? intPoint : intPoint - 1]; -- const p1 = points[intPoint]; -- const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1]; -- const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2]; -- point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y)); -+ -+ const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; -+ const p1 = points[ intPoint ]; -+ const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; -+ const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; -+ -+ point.set( -+ CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), -+ CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.points = []; -- for (let i = 0, l = source.points.length; i < l; i++) { -- const point = source.points[i]; -- this.points.push(point.clone()); -+ -+ for ( let i = 0, l = source.points.length; i < l; i ++ ) { -+ -+ const point = source.points[ i ]; -+ -+ this.points.push( point.clone() ); -+ - } -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.points = []; -- for (let i = 0, l = this.points.length; i < l; i++) { -- const point = this.points[i]; -- data.points.push(point.toArray()); -+ -+ for ( let i = 0, l = this.points.length; i < l; i ++ ) { -+ -+ const point = this.points[ i ]; -+ data.points.push( point.toArray() ); -+ - } -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.points = []; -- for (let i = 0, l = json.points.length; i < l; i++) { -- const point = json.points[i]; -- this.points.push(new Vector2().fromArray(point)); -+ -+ for ( let i = 0, l = json.points.length; i < l; i ++ ) { -+ -+ const point = json.points[ i ]; -+ this.points.push( new Vector2().fromArray( point ) ); -+ - } -+ - return this; -+ - } -+ - } - - var Curves = /*#__PURE__*/Object.freeze({ -@@ -21141,27 +33383,40 @@ var Curves = /*#__PURE__*/Object.freeze({ - - /************************************************************** - * Curved Path - a curve path is simply a array of connected -- * curves, but retains the api of a curve -+ * curves, but retains the api of a curve - **************************************************************/ - - class CurvePath extends Curve { -+ - constructor() { -+ - super(); -+ - this.type = 'CurvePath'; -+ - this.curves = []; - this.autoClose = false; // Automatically closes the path -+ - } - -- add(curve) { -- this.curves.push(curve); -+ add( curve ) { -+ -+ this.curves.push( curve ); -+ - } -+ - closePath() { -+ - // Add a line curve if start and end of lines are not connected -- const startPoint = this.curves[0].getPoint(0); -- const endPoint = this.curves[this.curves.length - 1].getPoint(1); -- if (!startPoint.equals(endPoint)) { -- this.curves.push(new LineCurve(endPoint, startPoint)); -+ const startPoint = this.curves[ 0 ].getPoint( 0 ); -+ const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); -+ -+ if ( ! startPoint.equals( endPoint ) ) { -+ -+ this.curves.push( new LineCurve( endPoint, startPoint ) ); -+ - } -+ - } - - // To get accurate point with reference to -@@ -21173,26 +33428,36 @@ class CurvePath extends Curve { - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') - -- getPoint(t, optionalTarget) { -+ getPoint( t, optionalTarget ) { -+ - const d = t * this.getLength(); - const curveLengths = this.getCurveLengths(); - let i = 0; - - // To think about boundaries points. - -- while (i < curveLengths.length) { -- if (curveLengths[i] >= d) { -- const diff = curveLengths[i] - d; -- const curve = this.curves[i]; -+ while ( i < curveLengths.length ) { -+ -+ if ( curveLengths[ i ] >= d ) { -+ -+ const diff = curveLengths[ i ] - d; -+ const curve = this.curves[ i ]; -+ - const segmentLength = curve.getLength(); - const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; -- return curve.getPointAt(u, optionalTarget); -+ -+ return curve.getPointAt( u, optionalTarget ); -+ - } -- i++; -+ -+ i ++; -+ - } -+ - return null; - - // loop where sum != 0, sum > d , sum+1 1 && !points[points.length - 1].equals(points[0])) { -- points.push(points[0]); -+ -+ if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { -+ -+ points.push( points[ 0 ] ); -+ - } -+ - return points; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.curves = []; -- for (let i = 0, l = source.curves.length; i < l; i++) { -- const curve = source.curves[i]; -- this.curves.push(curve.clone()); -+ -+ for ( let i = 0, l = source.curves.length; i < l; i ++ ) { -+ -+ const curve = source.curves[ i ]; -+ -+ this.curves.push( curve.clone() ); -+ - } -+ - this.autoClose = source.autoClose; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.autoClose = this.autoClose; - data.curves = []; -- for (let i = 0, l = this.curves.length; i < l; i++) { -- const curve = this.curves[i]; -- data.curves.push(curve.toJSON()); -+ -+ for ( let i = 0, l = this.curves.length; i < l; i ++ ) { -+ -+ const curve = this.curves[ i ]; -+ data.curves.push( curve.toJSON() ); -+ - } -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.autoClose = json.autoClose; - this.curves = []; -- for (let i = 0, l = json.curves.length; i < l; i++) { -- const curve = json.curves[i]; -- this.curves.push(new Curves[curve.type]().fromJSON(curve)); -+ -+ for ( let i = 0, l = json.curves.length; i < l; i ++ ) { -+ -+ const curve = json.curves[ i ]; -+ this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); -+ - } -+ - return this; -+ - } -+ - } - - class Path extends CurvePath { -- constructor(points) { -+ -+ constructor( points ) { -+ - super(); -+ - this.type = 'Path'; -+ - this.currentPoint = new Vector2(); -- if (points) { -- this.setFromPoints(points); -+ -+ if ( points ) { -+ -+ this.setFromPoints( points ); -+ - } -+ - } -- setFromPoints(points) { -- this.moveTo(points[0].x, points[0].y); -- for (let i = 1, l = points.length; i < l; i++) { -- this.lineTo(points[i].x, points[i].y); -+ -+ setFromPoints( points ) { -+ -+ this.moveTo( points[ 0 ].x, points[ 0 ].y ); -+ -+ for ( let i = 1, l = points.length; i < l; i ++ ) { -+ -+ this.lineTo( points[ i ].x, points[ i ].y ); -+ - } -+ - return this; -+ - } -- moveTo(x, y) { -- this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying? -+ -+ moveTo( x, y ) { -+ -+ this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - - return this; -+ - } -- lineTo(x, y) { -- const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y)); -- this.curves.push(curve); -- this.currentPoint.set(x, y); -+ -+ lineTo( x, y ) { -+ -+ const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); -+ this.curves.push( curve ); -+ -+ this.currentPoint.set( x, y ); -+ - return this; -+ - } -- quadraticCurveTo(aCPx, aCPy, aX, aY) { -- const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY)); -- this.curves.push(curve); -- this.currentPoint.set(aX, aY); -+ -+ quadraticCurveTo( aCPx, aCPy, aX, aY ) { -+ -+ const curve = new QuadraticBezierCurve( -+ this.currentPoint.clone(), -+ new Vector2( aCPx, aCPy ), -+ new Vector2( aX, aY ) -+ ); -+ -+ this.curves.push( curve ); -+ -+ this.currentPoint.set( aX, aY ); -+ - return this; -+ - } -- bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { -- const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY)); -- this.curves.push(curve); -- this.currentPoint.set(aX, aY); -+ -+ bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { -+ -+ const curve = new CubicBezierCurve( -+ this.currentPoint.clone(), -+ new Vector2( aCP1x, aCP1y ), -+ new Vector2( aCP2x, aCP2y ), -+ new Vector2( aX, aY ) -+ ); -+ -+ this.curves.push( curve ); -+ -+ this.currentPoint.set( aX, aY ); -+ - return this; -+ - } -- splineThru(pts /*Array of Vector*/) { -- const npts = [this.currentPoint.clone()].concat(pts); -- const curve = new SplineCurve(npts); -- this.curves.push(curve); -- this.currentPoint.copy(pts[pts.length - 1]); -+ -+ splineThru( pts /*Array of Vector*/ ) { -+ -+ const npts = [ this.currentPoint.clone() ].concat( pts ); -+ -+ const curve = new SplineCurve( npts ); -+ this.curves.push( curve ); -+ -+ this.currentPoint.copy( pts[ pts.length - 1 ] ); -+ - return this; -+ - } -- arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { -+ -+ arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { -+ - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; -- this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise); -+ -+ this.absarc( aX + x0, aY + y0, aRadius, -+ aStartAngle, aEndAngle, aClockwise ); -+ - return this; -+ - } -- absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { -- this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); -+ -+ absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { -+ -+ this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); -+ - return this; -+ - } -- ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { -+ -+ ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { -+ - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; -- this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); -+ -+ this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); -+ - return this; -+ - } -- absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { -- const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); -- if (this.curves.length > 0) { -+ -+ absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { -+ -+ const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); -+ -+ if ( this.curves.length > 0 ) { -+ - // if a previous curve is present, attempt to join -- const firstPoint = curve.getPoint(0); -- if (!firstPoint.equals(this.currentPoint)) { -- this.lineTo(firstPoint.x, firstPoint.y); -+ const firstPoint = curve.getPoint( 0 ); -+ -+ if ( ! firstPoint.equals( this.currentPoint ) ) { -+ -+ this.lineTo( firstPoint.x, firstPoint.y ); -+ - } -+ - } -- this.curves.push(curve); -- const lastPoint = curve.getPoint(1); -- this.currentPoint.copy(lastPoint); -+ -+ this.curves.push( curve ); -+ -+ const lastPoint = curve.getPoint( 1 ); -+ this.currentPoint.copy( lastPoint ); -+ - return this; -+ - } -- copy(source) { -- super.copy(source); -- this.currentPoint.copy(source.currentPoint); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.currentPoint.copy( source.currentPoint ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.currentPoint = this.currentPoint.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.currentPoint.fromArray(json.currentPoint); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.currentPoint.fromArray( json.currentPoint ); -+ - return this; -+ - } -+ - } - - class LatheGeometry extends BufferGeometry { -- constructor(points = [new Vector2(0, -0.5), new Vector2(0.5, 0), new Vector2(0, 0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) { -+ -+ constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'LatheGeometry'; -+ - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; -- segments = Math.floor(segments); -+ -+ segments = Math.floor( segments ); - - // clamp phiLength so it's in range of [ 0, 2PI ] - -- phiLength = clamp(phiLength, 0, Math.PI * 2); -+ phiLength = clamp( phiLength, 0, Math.PI * 2 ); - - // buffers - -@@ -21425,77 +33856,104 @@ class LatheGeometry extends BufferGeometry { - - // pre-compute normals for initial "meridian" - -- for (let j = 0; j <= points.length - 1; j++) { -- switch (j) { -- case 0: -- // special handling for 1st vertex on path -+ for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { -+ -+ switch ( j ) { -+ -+ case 0: // special handling for 1st vertex on path -+ -+ dx = points[ j + 1 ].x - points[ j ].x; -+ dy = points[ j + 1 ].y - points[ j ].y; - -- dx = points[j + 1].x - points[j].x; -- dy = points[j + 1].y - points[j].y; - normal.x = dy * 1.0; -- normal.y = -dx; -+ normal.y = - dx; - normal.z = dy * 0.0; -- prevNormal.copy(normal); -+ -+ prevNormal.copy( normal ); -+ - normal.normalize(); -- initNormals.push(normal.x, normal.y, normal.z); -+ -+ initNormals.push( normal.x, normal.y, normal.z ); -+ - break; -- case points.length - 1: -- // special handling for last Vertex on path - -- initNormals.push(prevNormal.x, prevNormal.y, prevNormal.z); -+ case ( points.length - 1 ): // special handling for last Vertex on path -+ -+ initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z ); -+ - break; -- default: -- // default handling for all vertices in between - -- dx = points[j + 1].x - points[j].x; -- dy = points[j + 1].y - points[j].y; -+ default: // default handling for all vertices in between -+ -+ dx = points[ j + 1 ].x - points[ j ].x; -+ dy = points[ j + 1 ].y - points[ j ].y; -+ - normal.x = dy * 1.0; -- normal.y = -dx; -+ normal.y = - dx; - normal.z = dy * 0.0; -- curNormal.copy(normal); -+ -+ curNormal.copy( normal ); -+ - normal.x += prevNormal.x; - normal.y += prevNormal.y; - normal.z += prevNormal.z; -+ - normal.normalize(); -- initNormals.push(normal.x, normal.y, normal.z); -- prevNormal.copy(curNormal); -+ -+ initNormals.push( normal.x, normal.y, normal.z ); -+ -+ prevNormal.copy( curNormal ); -+ - } -+ - } - - // generate vertices, uvs and normals - -- for (let i = 0; i <= segments; i++) { -+ for ( let i = 0; i <= segments; i ++ ) { -+ - const phi = phiStart + i * inverseSegments * phiLength; -- const sin = Math.sin(phi); -- const cos = Math.cos(phi); -- for (let j = 0; j <= points.length - 1; j++) { -+ -+ const sin = Math.sin( phi ); -+ const cos = Math.cos( phi ); -+ -+ for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { -+ - // vertex - -- vertex.x = points[j].x * sin; -- vertex.y = points[j].y; -- vertex.z = points[j].x * cos; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = points[ j ].x * sin; -+ vertex.y = points[ j ].y; -+ vertex.z = points[ j ].x * cos; -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // uv - - uv.x = i / segments; -- uv.y = j / (points.length - 1); -- uvs.push(uv.x, uv.y); -+ uv.y = j / ( points.length - 1 ); -+ -+ uvs.push( uv.x, uv.y ); - - // normal - -- const x = initNormals[3 * j + 0] * sin; -- const y = initNormals[3 * j + 1]; -- const z = initNormals[3 * j + 0] * cos; -- normals.push(x, y, z); -+ const x = initNormals[ 3 * j + 0 ] * sin; -+ const y = initNormals[ 3 * j + 1 ]; -+ const z = initNormals[ 3 * j + 0 ] * cos; -+ -+ normals.push( x, y, z ); -+ - } -+ - } - - // indices - -- for (let i = 0; i < segments; i++) { -- for (let j = 0; j < points.length - 1; j++) { -+ for ( let i = 0; i < segments; i ++ ) { -+ -+ for ( let j = 0; j < ( points.length - 1 ); j ++ ) { -+ - const base = j + i * points.length; -+ - const a = base; - const b = base + points.length; - const c = base + points.length + 1; -@@ -21503,53 +33961,75 @@ class LatheGeometry extends BufferGeometry { - - // faces - -- indices.push(a, b, d); -- indices.push(c, d, b); -+ indices.push( a, b, d ); -+ indices.push( c, d, b ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ - } -- static fromJSON(data) { -- return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength); -+ -+ static fromJSON( data ) { -+ -+ return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); -+ - } -+ - } - - class CapsuleGeometry extends LatheGeometry { -- constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) { -+ -+ constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) { -+ - const path = new Path(); -- path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0); -- path.absarc(0, length / 2, radius, 0, Math.PI * 0.5); -- super(path.getPoints(capSegments), radialSegments); -+ path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 ); -+ path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 ); -+ -+ super( path.getPoints( capSegments ), radialSegments ); -+ - this.type = 'CapsuleGeometry'; -+ - this.parameters = { - radius: radius, - height: length, - capSegments: capSegments, -- radialSegments: radialSegments -+ radialSegments: radialSegments, - }; -+ - } -- static fromJSON(data) { -- return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments); -+ -+ static fromJSON( data ) { -+ -+ return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments ); -+ - } -+ - } - - class CircleGeometry extends BufferGeometry { -- constructor(radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2) { -+ -+ constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'CircleGeometry'; -+ - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; -- segments = Math.max(3, segments); -+ -+ segments = Math.max( 3, segments ); - - // buffers - -@@ -21565,51 +34045,67 @@ class CircleGeometry extends BufferGeometry { - - // center point - -- vertices.push(0, 0, 0); -- normals.push(0, 0, 1); -- uvs.push(0.5, 0.5); -- for (let s = 0, i = 3; s <= segments; s++, i += 3) { -+ vertices.push( 0, 0, 0 ); -+ normals.push( 0, 0, 1 ); -+ uvs.push( 0.5, 0.5 ); -+ -+ for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { -+ - const segment = thetaStart + s / segments * thetaLength; - - // vertex - -- vertex.x = radius * Math.cos(segment); -- vertex.y = radius * Math.sin(segment); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = radius * Math.cos( segment ); -+ vertex.y = radius * Math.sin( segment ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normals.push(0, 0, 1); -+ normals.push( 0, 0, 1 ); - - // uvs - -- uv.x = (vertices[i] / radius + 1) / 2; -- uv.y = (vertices[i + 1] / radius + 1) / 2; -- uvs.push(uv.x, uv.y); -+ uv.x = ( vertices[ i ] / radius + 1 ) / 2; -+ uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; -+ -+ uvs.push( uv.x, uv.y ); -+ - } - - // indices - -- for (let i = 1; i <= segments; i++) { -- indices.push(i, i + 1, 0); -+ for ( let i = 1; i <= segments; i ++ ) { -+ -+ indices.push( i, i + 1, 0 ); -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class CylinderGeometry extends BufferGeometry { -- constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) { -+ -+ constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'CylinderGeometry'; -+ - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, -@@ -21620,9 +34116,11 @@ class CylinderGeometry extends BufferGeometry { - thetaStart: thetaStart, - thetaLength: thetaLength - }; -+ - const scope = this; -- radialSegments = Math.floor(radialSegments); -- heightSegments = Math.floor(heightSegments); -+ -+ radialSegments = Math.floor( radialSegments ); -+ heightSegments = Math.floor( heightSegments ); - - // buffers - -@@ -21641,125 +34139,151 @@ class CylinderGeometry extends BufferGeometry { - // generate geometry - - generateTorso(); -- if (openEnded === false) { -- if (radiusTop > 0) generateCap(true); -- if (radiusBottom > 0) generateCap(false); -+ -+ if ( openEnded === false ) { -+ -+ if ( radiusTop > 0 ) generateCap( true ); -+ if ( radiusBottom > 0 ) generateCap( false ); -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - function generateTorso() { -+ - const normal = new Vector3(); - const vertex = new Vector3(); -+ - let groupCount = 0; - - // this will be used to calculate the normal -- const slope = (radiusBottom - radiusTop) / height; -+ const slope = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - -- for (let y = 0; y <= heightSegments; y++) { -+ for ( let y = 0; y <= heightSegments; y ++ ) { -+ - const indexRow = []; -+ - const v = y / heightSegments; - - // calculate the radius of the current row - -- const radius = v * (radiusBottom - radiusTop) + radiusTop; -- for (let x = 0; x <= radialSegments; x++) { -+ const radius = v * ( radiusBottom - radiusTop ) + radiusTop; -+ -+ for ( let x = 0; x <= radialSegments; x ++ ) { -+ - const u = x / radialSegments; -+ - const theta = u * thetaLength + thetaStart; -- const sinTheta = Math.sin(theta); -- const cosTheta = Math.cos(theta); -+ -+ const sinTheta = Math.sin( theta ); -+ const cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = radius * sinTheta; -- vertex.y = -v * height + halfHeight; -+ vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normal.set(sinTheta, slope, cosTheta).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ normal.set( sinTheta, slope, cosTheta ).normalize(); -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(u, 1 - v); -+ uvs.push( u, 1 - v ); - - // save index of vertex in respective row - -- indexRow.push(index++); -+ indexRow.push( index ++ ); -+ - } - - // now save vertices of the row in our index array - -- indexArray.push(indexRow); -+ indexArray.push( indexRow ); -+ - } - - // generate indices - -- for (let x = 0; x < radialSegments; x++) { -- for (let y = 0; y < heightSegments; y++) { -+ for ( let x = 0; x < radialSegments; x ++ ) { -+ -+ for ( let y = 0; y < heightSegments; y ++ ) { -+ - // we use the index array to access the correct indices - -- const a = indexArray[y][x]; -- const b = indexArray[y + 1][x]; -- const c = indexArray[y + 1][x + 1]; -- const d = indexArray[y][x + 1]; -+ const a = indexArray[ y ][ x ]; -+ const b = indexArray[ y + 1 ][ x ]; -+ const c = indexArray[ y + 1 ][ x + 1 ]; -+ const d = indexArray[ y ][ x + 1 ]; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); - - // update group counter - - groupCount += 6; -+ - } -+ - } - - // add a group to the geometry. this will ensure multi material support - -- scope.addGroup(groupStart, groupCount, 0); -+ scope.addGroup( groupStart, groupCount, 0 ); - - // calculate new start value for groups - - groupStart += groupCount; -+ - } -- function generateCap(top) { -+ -+ function generateCap( top ) { -+ - // save the index of the first center vertex - const centerIndexStart = index; -+ - const uv = new Vector2(); - const vertex = new Vector3(); -+ - let groupCount = 0; -- const radius = top === true ? radiusTop : radiusBottom; -- const sign = top === true ? 1 : -1; -+ -+ const radius = ( top === true ) ? radiusTop : radiusBottom; -+ const sign = ( top === true ) ? 1 : - 1; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - -- for (let x = 1; x <= radialSegments; x++) { -+ for ( let x = 1; x <= radialSegments; x ++ ) { -+ - // vertex - -- vertices.push(0, halfHeight * sign, 0); -+ vertices.push( 0, halfHeight * sign, 0 ); - - // normal - -- normals.push(0, sign, 0); -+ normals.push( 0, sign, 0 ); - - // uv - -- uvs.push(0.5, 0.5); -+ uvs.push( 0.5, 0.5 ); - - // increase index - -- index++; -+ index ++; -+ - } - - // save the index of the last center vertex -@@ -21767,69 +34291,90 @@ class CylinderGeometry extends BufferGeometry { - - // now we generate the surrounding vertices, normals and uvs - -- for (let x = 0; x <= radialSegments; x++) { -+ for ( let x = 0; x <= radialSegments; x ++ ) { -+ - const u = x / radialSegments; - const theta = u * thetaLength + thetaStart; -- const cosTheta = Math.cos(theta); -- const sinTheta = Math.sin(theta); -+ -+ const cosTheta = Math.cos( theta ); -+ const sinTheta = Math.sin( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normals.push(0, sign, 0); -+ normals.push( 0, sign, 0 ); - - // uv - -- uv.x = cosTheta * 0.5 + 0.5; -- uv.y = sinTheta * 0.5 * sign + 0.5; -- uvs.push(uv.x, uv.y); -+ uv.x = ( cosTheta * 0.5 ) + 0.5; -+ uv.y = ( sinTheta * 0.5 * sign ) + 0.5; -+ uvs.push( uv.x, uv.y ); - - // increase index - -- index++; -+ index ++; -+ - } - - // generate indices - -- for (let x = 0; x < radialSegments; x++) { -+ for ( let x = 0; x < radialSegments; x ++ ) { -+ - const c = centerIndexStart + x; - const i = centerIndexEnd + x; -- if (top === true) { -+ -+ if ( top === true ) { -+ - // face top - -- indices.push(i, i + 1, c); -+ indices.push( i, i + 1, c ); -+ - } else { -+ - // face bottom - -- indices.push(i + 1, i, c); -+ indices.push( i + 1, i, c ); -+ - } -+ - groupCount += 3; -+ - } - - // add a group to the geometry. this will ensure multi material support - -- scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); -+ scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - - // calculate new start value for groups - - groupStart += groupCount; -+ - } -+ - } -- static fromJSON(data) { -- return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class ConeGeometry extends CylinderGeometry { -- constructor(radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) { -- super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength); -+ -+ constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ -+ super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); -+ - this.type = 'ConeGeometry'; -+ - this.parameters = { - radius: radius, - height: height, -@@ -21839,16 +34384,25 @@ class ConeGeometry extends CylinderGeometry { - thetaStart: thetaStart, - thetaLength: thetaLength - }; -+ - } -- static fromJSON(data) { -- return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class PolyhedronGeometry extends BufferGeometry { -- constructor(vertices = [], indices = [], radius = 1, detail = 0) { -+ -+ constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { -+ - super(); -+ - this.type = 'PolyhedronGeometry'; -+ - this.parameters = { - vertices: vertices, - indices: indices, -@@ -21863,11 +34417,11 @@ class PolyhedronGeometry extends BufferGeometry { - - // the subdivision creates the vertex buffer data - -- subdivide(detail); -+ subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - -- applyRadius(radius); -+ applyRadius( radius ); - - // finally, create the uv data - -@@ -21875,37 +34429,48 @@ class PolyhedronGeometry extends BufferGeometry { - - // build non-indexed geometry - -- this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2)); -- if (detail === 0) { -+ this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); -+ -+ if ( detail === 0 ) { -+ - this.computeVertexNormals(); // flat normals -+ - } else { -+ - this.normalizeNormals(); // smooth normals -+ - } - - // helper functions - -- function subdivide(detail) { -+ function subdivide( detail ) { -+ - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); - - // iterate over all faces and apply a subdivision with the given detail value - -- for (let i = 0; i < indices.length; i += 3) { -+ for ( let i = 0; i < indices.length; i += 3 ) { -+ - // get the vertices of the face - -- getVertexByIndex(indices[i + 0], a); -- getVertexByIndex(indices[i + 1], b); -- getVertexByIndex(indices[i + 2], c); -+ getVertexByIndex( indices[ i + 0 ], a ); -+ getVertexByIndex( indices[ i + 1 ], b ); -+ getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - -- subdivideFace(a, b, c, detail); -+ subdivideFace( a, b, c, detail ); -+ - } -+ - } -- function subdivideFace(a, b, c, detail) { -+ -+ function subdivideFace( a, b, c, detail ) { -+ - const cols = detail + 1; - - // we use this multidimensional array as a data structure for creating the subdivision -@@ -21914,322 +34479,517 @@ class PolyhedronGeometry extends BufferGeometry { - - // construct all of the vertices for this subdivision - -- for (let i = 0; i <= cols; i++) { -- v[i] = []; -- const aj = a.clone().lerp(c, i / cols); -- const bj = b.clone().lerp(c, i / cols); -+ for ( let i = 0; i <= cols; i ++ ) { -+ -+ v[ i ] = []; -+ -+ const aj = a.clone().lerp( c, i / cols ); -+ const bj = b.clone().lerp( c, i / cols ); -+ - const rows = cols - i; -- for (let j = 0; j <= rows; j++) { -- if (j === 0 && i === cols) { -- v[i][j] = aj; -+ -+ for ( let j = 0; j <= rows; j ++ ) { -+ -+ if ( j === 0 && i === cols ) { -+ -+ v[ i ][ j ] = aj; -+ - } else { -- v[i][j] = aj.clone().lerp(bj, j / rows); -+ -+ v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); -+ - } -+ - } -+ - } - - // construct all of the faces - -- for (let i = 0; i < cols; i++) { -- for (let j = 0; j < 2 * (cols - i) - 1; j++) { -- const k = Math.floor(j / 2); -- if (j % 2 === 0) { -- pushVertex(v[i][k + 1]); -- pushVertex(v[i + 1][k]); -- pushVertex(v[i][k]); -+ for ( let i = 0; i < cols; i ++ ) { -+ -+ for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { -+ -+ const k = Math.floor( j / 2 ); -+ -+ if ( j % 2 === 0 ) { -+ -+ pushVertex( v[ i ][ k + 1 ] ); -+ pushVertex( v[ i + 1 ][ k ] ); -+ pushVertex( v[ i ][ k ] ); -+ - } else { -- pushVertex(v[i][k + 1]); -- pushVertex(v[i + 1][k + 1]); -- pushVertex(v[i + 1][k]); -+ -+ pushVertex( v[ i ][ k + 1 ] ); -+ pushVertex( v[ i + 1 ][ k + 1 ] ); -+ pushVertex( v[ i + 1 ][ k ] ); -+ - } -+ - } -+ - } -+ - } -- function applyRadius(radius) { -+ -+ function applyRadius( radius ) { -+ - const vertex = new Vector3(); - - // iterate over the entire buffer and apply the radius to each vertex - -- for (let i = 0; i < vertexBuffer.length; i += 3) { -- vertex.x = vertexBuffer[i + 0]; -- vertex.y = vertexBuffer[i + 1]; -- vertex.z = vertexBuffer[i + 2]; -- vertex.normalize().multiplyScalar(radius); -- vertexBuffer[i + 0] = vertex.x; -- vertexBuffer[i + 1] = vertex.y; -- vertexBuffer[i + 2] = vertex.z; -+ for ( let i = 0; i < vertexBuffer.length; i += 3 ) { -+ -+ vertex.x = vertexBuffer[ i + 0 ]; -+ vertex.y = vertexBuffer[ i + 1 ]; -+ vertex.z = vertexBuffer[ i + 2 ]; -+ -+ vertex.normalize().multiplyScalar( radius ); -+ -+ vertexBuffer[ i + 0 ] = vertex.x; -+ vertexBuffer[ i + 1 ] = vertex.y; -+ vertexBuffer[ i + 2 ] = vertex.z; -+ - } -+ - } -+ - function generateUVs() { -+ - const vertex = new Vector3(); -- for (let i = 0; i < vertexBuffer.length; i += 3) { -- vertex.x = vertexBuffer[i + 0]; -- vertex.y = vertexBuffer[i + 1]; -- vertex.z = vertexBuffer[i + 2]; -- const u = azimuth(vertex) / 2 / Math.PI + 0.5; -- const v = inclination(vertex) / Math.PI + 0.5; -- uvBuffer.push(u, 1 - v); -+ -+ for ( let i = 0; i < vertexBuffer.length; i += 3 ) { -+ -+ vertex.x = vertexBuffer[ i + 0 ]; -+ vertex.y = vertexBuffer[ i + 1 ]; -+ vertex.z = vertexBuffer[ i + 2 ]; -+ -+ const u = azimuth( vertex ) / 2 / Math.PI + 0.5; -+ const v = inclination( vertex ) / Math.PI + 0.5; -+ uvBuffer.push( u, 1 - v ); -+ - } -+ - correctUVs(); -+ - correctSeam(); -+ - } -+ - function correctSeam() { -+ - // handle case when face straddles the seam, see #3269 - -- for (let i = 0; i < uvBuffer.length; i += 6) { -+ for ( let i = 0; i < uvBuffer.length; i += 6 ) { -+ - // uv data of a single face - -- const x0 = uvBuffer[i + 0]; -- const x1 = uvBuffer[i + 2]; -- const x2 = uvBuffer[i + 4]; -- const max = Math.max(x0, x1, x2); -- const min = Math.min(x0, x1, x2); -+ const x0 = uvBuffer[ i + 0 ]; -+ const x1 = uvBuffer[ i + 2 ]; -+ const x2 = uvBuffer[ i + 4 ]; -+ -+ const max = Math.max( x0, x1, x2 ); -+ const min = Math.min( x0, x1, x2 ); - - // 0.9 is somewhat arbitrary - -- if (max > 0.9 && min < 0.1) { -- if (x0 < 0.2) uvBuffer[i + 0] += 1; -- if (x1 < 0.2) uvBuffer[i + 2] += 1; -- if (x2 < 0.2) uvBuffer[i + 4] += 1; -+ if ( max > 0.9 && min < 0.1 ) { -+ -+ if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; -+ if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; -+ if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; -+ - } -+ - } -+ - } -- function pushVertex(vertex) { -- vertexBuffer.push(vertex.x, vertex.y, vertex.z); -+ -+ function pushVertex( vertex ) { -+ -+ vertexBuffer.push( vertex.x, vertex.y, vertex.z ); -+ - } -- function getVertexByIndex(index, vertex) { -+ -+ function getVertexByIndex( index, vertex ) { -+ - const stride = index * 3; -- vertex.x = vertices[stride + 0]; -- vertex.y = vertices[stride + 1]; -- vertex.z = vertices[stride + 2]; -+ -+ vertex.x = vertices[ stride + 0 ]; -+ vertex.y = vertices[ stride + 1 ]; -+ vertex.z = vertices[ stride + 2 ]; -+ - } -+ - function correctUVs() { -+ - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); -+ - const centroid = new Vector3(); -+ - const uvA = new Vector2(); - const uvB = new Vector2(); - const uvC = new Vector2(); -- for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) { -- a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]); -- b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]); -- c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]); -- uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]); -- uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]); -- uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]); -- centroid.copy(a).add(b).add(c).divideScalar(3); -- const azi = azimuth(centroid); -- correctUV(uvA, j + 0, a, azi); -- correctUV(uvB, j + 2, b, azi); -- correctUV(uvC, j + 4, c, azi); -+ -+ for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { -+ -+ a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); -+ b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); -+ c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); -+ -+ uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); -+ uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); -+ uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); -+ -+ centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); -+ -+ const azi = azimuth( centroid ); -+ -+ correctUV( uvA, j + 0, a, azi ); -+ correctUV( uvB, j + 2, b, azi ); -+ correctUV( uvC, j + 4, c, azi ); -+ - } -+ - } -- function correctUV(uv, stride, vector, azimuth) { -- if (azimuth < 0 && uv.x === 1) { -- uvBuffer[stride] = uv.x - 1; -+ -+ function correctUV( uv, stride, vector, azimuth ) { -+ -+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { -+ -+ uvBuffer[ stride ] = uv.x - 1; -+ - } -- if (vector.x === 0 && vector.z === 0) { -- uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5; -+ -+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { -+ -+ uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; -+ - } -+ - } - - // Angle around the Y axis, counter-clockwise when looking from above. - -- function azimuth(vector) { -- return Math.atan2(vector.z, -vector.x); -+ function azimuth( vector ) { -+ -+ return Math.atan2( vector.z, - vector.x ); -+ - } - -+ - // Angle above the XZ plane. - -- function inclination(vector) { -- return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z)); -+ function inclination( vector ) { -+ -+ return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); -+ - } -+ - } -- static fromJSON(data) { -- return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details); -+ -+ static fromJSON( data ) { -+ -+ return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details ); -+ - } -+ - } - - class DodecahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const t = (1 + Math.sqrt(5)) / 2; -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const t = ( 1 + Math.sqrt( 5 ) ) / 2; - const r = 1 / t; -+ - const vertices = [ -- // (±1, ±1, ±1) -- -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -- // (0, ±1/φ, ±φ) -- 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, -- // (±1/φ, ±φ, 0) -- -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, -- // (±φ, 0, ±1/φ) -- -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r]; -- const indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9]; -- super(vertices, indices, radius, detail); -+ -+ // (±1, ±1, ±1) -+ - 1, - 1, - 1, - 1, - 1, 1, -+ - 1, 1, - 1, - 1, 1, 1, -+ 1, - 1, - 1, 1, - 1, 1, -+ 1, 1, - 1, 1, 1, 1, -+ -+ // (0, ±1/φ, ±φ) -+ 0, - r, - t, 0, - r, t, -+ 0, r, - t, 0, r, t, -+ -+ // (±1/φ, ±φ, 0) -+ - r, - t, 0, - r, t, 0, -+ r, - t, 0, r, t, 0, -+ -+ // (±φ, 0, ±1/φ) -+ - t, 0, - r, t, 0, - r, -+ - t, 0, r, t, 0, r -+ ]; -+ -+ const indices = [ -+ 3, 11, 7, 3, 7, 15, 3, 15, 13, -+ 7, 19, 17, 7, 17, 6, 7, 6, 15, -+ 17, 4, 8, 17, 8, 10, 17, 10, 6, -+ 8, 0, 16, 8, 16, 2, 8, 2, 10, -+ 0, 12, 1, 0, 1, 18, 0, 18, 16, -+ 6, 10, 2, 6, 2, 13, 6, 13, 15, -+ 2, 16, 18, 2, 18, 3, 2, 3, 13, -+ 18, 1, 9, 18, 9, 11, 18, 11, 3, -+ 4, 14, 12, 4, 12, 0, 4, 0, 8, -+ 11, 9, 5, 11, 5, 19, 11, 19, 7, -+ 19, 5, 14, 19, 14, 4, 19, 4, 17, -+ 1, 12, 14, 1, 14, 5, 1, 5, 9 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'DodecahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new DodecahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new DodecahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - --const _v0 = /*@__PURE__*/new Vector3(); --const _v1$1 = /*@__PURE__*/new Vector3(); --const _normal = /*@__PURE__*/new Vector3(); --const _triangle = /*@__PURE__*/new Triangle(); -+const _v0 = /*@__PURE__*/ new Vector3(); -+const _v1$1 = /*@__PURE__*/ new Vector3(); -+const _normal = /*@__PURE__*/ new Vector3(); -+const _triangle = /*@__PURE__*/ new Triangle(); -+ - class EdgesGeometry extends BufferGeometry { -- constructor(geometry = null, thresholdAngle = 1) { -+ -+ constructor( geometry = null, thresholdAngle = 1 ) { -+ - super(); -+ - this.type = 'EdgesGeometry'; -+ - this.parameters = { - geometry: geometry, - thresholdAngle: thresholdAngle - }; -- if (geometry !== null) { -+ -+ if ( geometry !== null ) { -+ - const precisionPoints = 4; -- const precision = Math.pow(10, precisionPoints); -- const thresholdDot = Math.cos(DEG2RAD * thresholdAngle); -+ const precision = Math.pow( 10, precisionPoints ); -+ const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); -+ - const indexAttr = geometry.getIndex(); -- const positionAttr = geometry.getAttribute('position'); -+ const positionAttr = geometry.getAttribute( 'position' ); - const indexCount = indexAttr ? indexAttr.count : positionAttr.count; -- const indexArr = [0, 0, 0]; -- const vertKeys = ['a', 'b', 'c']; -- const hashes = new Array(3); -+ -+ const indexArr = [ 0, 0, 0 ]; -+ const vertKeys = [ 'a', 'b', 'c' ]; -+ const hashes = new Array( 3 ); -+ - const edgeData = {}; - const vertices = []; -- for (let i = 0; i < indexCount; i += 3) { -- if (indexAttr) { -- indexArr[0] = indexAttr.getX(i); -- indexArr[1] = indexAttr.getX(i + 1); -- indexArr[2] = indexAttr.getX(i + 2); -+ for ( let i = 0; i < indexCount; i += 3 ) { -+ -+ if ( indexAttr ) { -+ -+ indexArr[ 0 ] = indexAttr.getX( i ); -+ indexArr[ 1 ] = indexAttr.getX( i + 1 ); -+ indexArr[ 2 ] = indexAttr.getX( i + 2 ); -+ - } else { -- indexArr[0] = i; -- indexArr[1] = i + 1; -- indexArr[2] = i + 2; -- } -- const { -- a, -- b, -- c -- } = _triangle; -- a.fromBufferAttribute(positionAttr, indexArr[0]); -- b.fromBufferAttribute(positionAttr, indexArr[1]); -- c.fromBufferAttribute(positionAttr, indexArr[2]); -- _triangle.getNormal(_normal); -+ -+ indexArr[ 0 ] = i; -+ indexArr[ 1 ] = i + 1; -+ indexArr[ 2 ] = i + 2; -+ -+ } -+ -+ const { a, b, c } = _triangle; -+ a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); -+ b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); -+ c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); -+ _triangle.getNormal( _normal ); - - // create hashes for the edge from the vertices -- hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`; -- hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`; -- hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; -+ hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; -+ hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; -+ hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; - - // skip degenerate triangles -- if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) { -+ if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { -+ - continue; -+ - } - - // iterate over every edge -- for (let j = 0; j < 3; j++) { -+ for ( let j = 0; j < 3; j ++ ) { -+ - // get the first and next vertex making up the edge -- const jNext = (j + 1) % 3; -- const vecHash0 = hashes[j]; -- const vecHash1 = hashes[jNext]; -- const v0 = _triangle[vertKeys[j]]; -- const v1 = _triangle[vertKeys[jNext]]; -- const hash = `${vecHash0}_${vecHash1}`; -- const reverseHash = `${vecHash1}_${vecHash0}`; -- if (reverseHash in edgeData && edgeData[reverseHash]) { -+ const jNext = ( j + 1 ) % 3; -+ const vecHash0 = hashes[ j ]; -+ const vecHash1 = hashes[ jNext ]; -+ const v0 = _triangle[ vertKeys[ j ] ]; -+ const v1 = _triangle[ vertKeys[ jNext ] ]; -+ -+ const hash = `${ vecHash0 }_${ vecHash1 }`; -+ const reverseHash = `${ vecHash1 }_${ vecHash0 }`; -+ -+ if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { -+ - // if we found a sibling edge add it into the vertex array if - // it meets the angle threshold and delete the edge from the map. -- if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) { -- vertices.push(v0.x, v0.y, v0.z); -- vertices.push(v1.x, v1.y, v1.z); -+ if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { -+ -+ vertices.push( v0.x, v0.y, v0.z ); -+ vertices.push( v1.x, v1.y, v1.z ); -+ - } -- edgeData[reverseHash] = null; -- } else if (!(hash in edgeData)) { -+ -+ edgeData[ reverseHash ] = null; -+ -+ } else if ( ! ( hash in edgeData ) ) { -+ - // if we've already got an edge here then skip adding a new one -- edgeData[hash] = { -- index0: indexArr[j], -- index1: indexArr[jNext], -- normal: _normal.clone() -+ edgeData[ hash ] = { -+ -+ index0: indexArr[ j ], -+ index1: indexArr[ jNext ], -+ normal: _normal.clone(), -+ - }; -+ - } -+ - } -+ - } - - // iterate over all remaining, unmatched edges and add them to the vertex array -- for (const key in edgeData) { -- if (edgeData[key]) { -- const { -- index0, -- index1 -- } = edgeData[key]; -- _v0.fromBufferAttribute(positionAttr, index0); -- _v1$1.fromBufferAttribute(positionAttr, index1); -- vertices.push(_v0.x, _v0.y, _v0.z); -- vertices.push(_v1$1.x, _v1$1.y, _v1$1.z); -+ for ( const key in edgeData ) { -+ -+ if ( edgeData[ key ] ) { -+ -+ const { index0, index1 } = edgeData[ key ]; -+ _v0.fromBufferAttribute( positionAttr, index0 ); -+ _v1$1.fromBufferAttribute( positionAttr, index1 ); -+ -+ vertices.push( _v0.x, _v0.y, _v0.z ); -+ vertices.push( _v1$1.x, _v1$1.y, _v1$1.z ); -+ - } -+ - } -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -+ -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ - } -+ - } -+ - } - - class Shape extends Path { -- constructor(points) { -- super(points); -+ -+ constructor( points ) { -+ -+ super( points ); -+ - this.uuid = generateUUID(); -+ - this.type = 'Shape'; -+ - this.holes = []; -+ - } -- getPointsHoles(divisions) { -+ -+ getPointsHoles( divisions ) { -+ - const holesPts = []; -- for (let i = 0, l = this.holes.length; i < l; i++) { -- holesPts[i] = this.holes[i].getPoints(divisions); -+ -+ for ( let i = 0, l = this.holes.length; i < l; i ++ ) { -+ -+ holesPts[ i ] = this.holes[ i ].getPoints( divisions ); -+ - } -+ - return holesPts; -+ - } - - // get points of shape and holes (keypoints based on segments parameter) - -- extractPoints(divisions) { -+ extractPoints( divisions ) { -+ - return { -- shape: this.getPoints(divisions), -- holes: this.getPointsHoles(divisions) -+ -+ shape: this.getPoints( divisions ), -+ holes: this.getPointsHoles( divisions ) -+ - }; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.holes = []; -- for (let i = 0, l = source.holes.length; i < l; i++) { -- const hole = source.holes[i]; -- this.holes.push(hole.clone()); -+ -+ for ( let i = 0, l = source.holes.length; i < l; i ++ ) { -+ -+ const hole = source.holes[ i ]; -+ -+ this.holes.push( hole.clone() ); -+ - } -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.uuid = this.uuid; - data.holes = []; -- for (let i = 0, l = this.holes.length; i < l; i++) { -- const hole = this.holes[i]; -- data.holes.push(hole.toJSON()); -+ -+ for ( let i = 0, l = this.holes.length; i < l; i ++ ) { -+ -+ const hole = this.holes[ i ]; -+ data.holes.push( hole.toJSON() ); -+ - } -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.uuid = json.uuid; - this.holes = []; -- for (let i = 0, l = json.holes.length; i < l; i++) { -- const hole = json.holes[i]; -- this.holes.push(new Path().fromJSON(hole)); -+ -+ for ( let i = 0, l = json.holes.length; i < l; i ++ ) { -+ -+ const hole = json.holes[ i ]; -+ this.holes.push( new Path().fromJSON( hole ) ); -+ - } -+ - return this; -+ - } -+ - } - - /** -@@ -22237,300 +34997,416 @@ class Shape extends Path { - */ - - const Earcut = { -- triangulate: function (data, holeIndices, dim = 2) { -+ -+ triangulate: function ( data, holeIndices, dim = 2 ) { -+ - const hasHoles = holeIndices && holeIndices.length; -- const outerLen = hasHoles ? holeIndices[0] * dim : data.length; -- let outerNode = linkedList(data, 0, outerLen, dim, true); -+ const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; -+ let outerNode = linkedList( data, 0, outerLen, dim, true ); - const triangles = []; -- if (!outerNode || outerNode.next === outerNode.prev) return triangles; -+ -+ if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; -+ - let minX, minY, maxX, maxY, x, y, invSize; -- if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); -+ -+ if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox -- if (data.length > 80 * dim) { -- minX = maxX = data[0]; -- minY = maxY = data[1]; -- for (let i = dim; i < outerLen; i += dim) { -- x = data[i]; -- y = data[i + 1]; -- if (x < minX) minX = x; -- if (y < minY) minY = y; -- if (x > maxX) maxX = x; -- if (y > maxY) maxY = y; -+ if ( data.length > 80 * dim ) { -+ -+ minX = maxX = data[ 0 ]; -+ minY = maxY = data[ 1 ]; -+ -+ for ( let i = dim; i < outerLen; i += dim ) { -+ -+ x = data[ i ]; -+ y = data[ i + 1 ]; -+ if ( x < minX ) minX = x; -+ if ( y < minY ) minY = y; -+ if ( x > maxX ) maxX = x; -+ if ( y > maxY ) maxY = y; -+ - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation -- invSize = Math.max(maxX - minX, maxY - minY); -+ invSize = Math.max( maxX - minX, maxY - minY ); - invSize = invSize !== 0 ? 32767 / invSize : 0; -+ - } -- earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); -+ -+ earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 ); -+ - return triangles; -+ - } -+ - }; - - // create a circular doubly linked list from polygon points in the specified winding order --function linkedList(data, start, end, dim, clockwise) { -+function linkedList( data, start, end, dim, clockwise ) { -+ - let i, last; -- if (clockwise === signedArea(data, start, end, dim) > 0) { -- for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); -+ -+ if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { -+ -+ for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); -+ - } else { -- for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); -+ -+ for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); -+ - } -- if (last && equals(last, last.next)) { -- removeNode(last); -+ -+ if ( last && equals( last, last.next ) ) { -+ -+ removeNode( last ); - last = last.next; -+ - } -+ - return last; -+ - } - - // eliminate colinear or duplicate points --function filterPoints(start, end) { -- if (!start) return start; -- if (!end) end = start; -+function filterPoints( start, end ) { -+ -+ if ( ! start ) return start; -+ if ( ! end ) end = start; -+ - let p = start, - again; - do { -+ - again = false; -- if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { -- removeNode(p); -+ -+ if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { -+ -+ removeNode( p ); - p = end = p.prev; -- if (p === p.next) break; -+ if ( p === p.next ) break; - again = true; -+ - } else { -+ - p = p.next; -+ - } -- } while (again || p !== end); -+ -+ } while ( again || p !== end ); -+ - return end; -+ - } - - // main ear slicing loop which triangulates a polygon (given as a linked list) --function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { -- if (!ear) return; -+function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { -+ -+ if ( ! ear ) return; - - // interlink polygon nodes in z-order -- if (!pass && invSize) indexCurve(ear, minX, minY, invSize); -+ if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); -+ - let stop = ear, -- prev, -- next; -+ prev, next; - - // iterate through ears, slicing them one by one -- while (ear.prev !== ear.next) { -+ while ( ear.prev !== ear.next ) { -+ - prev = ear.prev; - next = ear.next; -- if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { -+ -+ if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { -+ - // cut off the triangle -- triangles.push(prev.i / dim | 0); -- triangles.push(ear.i / dim | 0); -- triangles.push(next.i / dim | 0); -- removeNode(ear); -+ triangles.push( prev.i / dim | 0 ); -+ triangles.push( ear.i / dim | 0 ); -+ triangles.push( next.i / dim | 0 ); -+ -+ removeNode( ear ); - - // skipping the next vertex leads to less sliver triangles - ear = next.next; - stop = next.next; -+ - continue; -+ - } -+ - ear = next; - - // if we looped through the whole remaining polygon and can't find any more ears -- if (ear === stop) { -+ if ( ear === stop ) { -+ - // try filtering points and slicing again -- if (!pass) { -- earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); -+ if ( ! pass ) { -+ -+ earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); - - // if this didn't work, try curing all small self-intersections locally -- } else if (pass === 1) { -- ear = cureLocalIntersections(filterPoints(ear), triangles, dim); -- earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); -+ -+ } else if ( pass === 1 ) { -+ -+ ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); -+ earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); - - // as a last resort, try splitting the remaining polygon into two -- } else if (pass === 2) { -- splitEarcut(ear, triangles, dim, minX, minY, invSize); -+ -+ } else if ( pass === 2 ) { -+ -+ splitEarcut( ear, triangles, dim, minX, minY, invSize ); -+ - } -+ - break; -+ - } -+ - } -+ - } - - // check whether a polygon node forms a valid ear with adjacent nodes --function isEar(ear) { -+function isEar( ear ) { -+ - const a = ear.prev, - b = ear, - c = ear.next; -- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear -+ -+ if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear -- const ax = a.x, -- bx = b.x, -- cx = c.x, -- ay = a.y, -- by = b.y, -- cy = c.y; -+ const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox; min & max are calculated like this for speed -- const x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx, -- y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy, -- x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx, -- y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy; -+ const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), -+ y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), -+ x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), -+ y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); -+ - let p = c.next; -- while (p !== a) { -- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; -+ while ( p !== a ) { -+ -+ if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && -+ pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && -+ area( p.prev, p, p.next ) >= 0 ) return false; - p = p.next; -+ - } -+ - return true; -+ - } --function isEarHashed(ear, minX, minY, invSize) { -+ -+function isEarHashed( ear, minX, minY, invSize ) { -+ - const a = ear.prev, - b = ear, - c = ear.next; -- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - -- const ax = a.x, -- bx = b.x, -- cx = c.x, -- ay = a.y, -- by = b.y, -- cy = c.y; -+ if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear -+ -+ const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox; min & max are calculated like this for speed -- const x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx, -- y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy, -- x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx, -- y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy; -+ const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), -+ y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), -+ x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), -+ y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); - - // z-order range for the current triangle bbox; -- const minZ = zOrder(x0, y0, minX, minY, invSize), -- maxZ = zOrder(x1, y1, minX, minY, invSize); -+ const minZ = zOrder( x0, y0, minX, minY, invSize ), -+ maxZ = zOrder( x1, y1, minX, minY, invSize ); -+ - let p = ear.prevZ, - n = ear.nextZ; - - // look for points inside the triangle in both directions -- while (p && p.z >= minZ && n && n.z <= maxZ) { -- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; -+ while ( p && p.z >= minZ && n && n.z <= maxZ ) { -+ -+ if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; -- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; -+ -+ if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; -+ - } - - // look for remaining points in decreasing z-order -- while (p && p.z >= minZ) { -- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; -+ while ( p && p.z >= minZ ) { -+ -+ if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; -+ - } - - // look for remaining points in increasing z-order -- while (n && n.z <= maxZ) { -- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; -+ while ( n && n.z <= maxZ ) { -+ -+ if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; -+ - } -+ - return true; -+ - } - - // go through all polygon nodes and cure small local self-intersections --function cureLocalIntersections(start, triangles, dim) { -+function cureLocalIntersections( start, triangles, dim ) { -+ - let p = start; - do { -+ - const a = p.prev, - b = p.next.next; -- if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { -- triangles.push(a.i / dim | 0); -- triangles.push(p.i / dim | 0); -- triangles.push(b.i / dim | 0); -+ -+ if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { -+ -+ triangles.push( a.i / dim | 0 ); -+ triangles.push( p.i / dim | 0 ); -+ triangles.push( b.i / dim | 0 ); - - // remove two nodes involved -- removeNode(p); -- removeNode(p.next); -+ removeNode( p ); -+ removeNode( p.next ); -+ - p = start = b; -+ - } -+ - p = p.next; -- } while (p !== start); -- return filterPoints(p); -+ -+ } while ( p !== start ); -+ -+ return filterPoints( p ); -+ - } - - // try splitting polygon into two and triangulate them independently --function splitEarcut(start, triangles, dim, minX, minY, invSize) { -+function splitEarcut( start, triangles, dim, minX, minY, invSize ) { -+ - // look for a valid diagonal that divides the polygon into two - let a = start; - do { -+ - let b = a.next.next; -- while (b !== a.prev) { -- if (a.i !== b.i && isValidDiagonal(a, b)) { -+ while ( b !== a.prev ) { -+ -+ if ( a.i !== b.i && isValidDiagonal( a, b ) ) { -+ - // split the polygon in two by the diagonal -- let c = splitPolygon(a, b); -+ let c = splitPolygon( a, b ); - - // filter colinear points around the cuts -- a = filterPoints(a, a.next); -- c = filterPoints(c, c.next); -+ a = filterPoints( a, a.next ); -+ c = filterPoints( c, c.next ); - - // run earcut on each half -- earcutLinked(a, triangles, dim, minX, minY, invSize, 0); -- earcutLinked(c, triangles, dim, minX, minY, invSize, 0); -+ earcutLinked( a, triangles, dim, minX, minY, invSize, 0 ); -+ earcutLinked( c, triangles, dim, minX, minY, invSize, 0 ); - return; -+ - } -+ - b = b.next; -+ - } -+ - a = a.next; -- } while (a !== start); -+ -+ } while ( a !== start ); -+ - } - - // link every hole into the outer loop, producing a single-ring polygon without holes --function eliminateHoles(data, holeIndices, outerNode, dim) { -+function eliminateHoles( data, holeIndices, outerNode, dim ) { -+ - const queue = []; - let i, len, start, end, list; -- for (i = 0, len = holeIndices.length; i < len; i++) { -- start = holeIndices[i] * dim; -- end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; -- list = linkedList(data, start, end, dim, false); -- if (list === list.next) list.steiner = true; -- queue.push(getLeftmost(list)); -+ -+ for ( i = 0, len = holeIndices.length; i < len; i ++ ) { -+ -+ start = holeIndices[ i ] * dim; -+ end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; -+ list = linkedList( data, start, end, dim, false ); -+ if ( list === list.next ) list.steiner = true; -+ queue.push( getLeftmost( list ) ); -+ - } -- queue.sort(compareX); -+ -+ queue.sort( compareX ); - - // process holes from left to right -- for (i = 0; i < queue.length; i++) { -- outerNode = eliminateHole(queue[i], outerNode); -+ for ( i = 0; i < queue.length; i ++ ) { -+ -+ outerNode = eliminateHole( queue[ i ], outerNode ); -+ - } -+ - return outerNode; -+ - } --function compareX(a, b) { -+ -+function compareX( a, b ) { -+ - return a.x - b.x; -+ - } - - // find a bridge between vertices that connects hole with an outer ring and link it --function eliminateHole(hole, outerNode) { -- const bridge = findHoleBridge(hole, outerNode); -- if (!bridge) { -+function eliminateHole( hole, outerNode ) { -+ -+ const bridge = findHoleBridge( hole, outerNode ); -+ if ( ! bridge ) { -+ - return outerNode; -+ - } -- const bridgeReverse = splitPolygon(bridge, hole); -+ -+ const bridgeReverse = splitPolygon( bridge, hole ); - - // filter collinear points around the cuts -- filterPoints(bridgeReverse, bridgeReverse.next); -- return filterPoints(bridge, bridge.next); -+ filterPoints( bridgeReverse, bridgeReverse.next ); -+ return filterPoints( bridge, bridge.next ); -+ - } - - // David Eberly's algorithm for finding a bridge between hole and outer polygon --function findHoleBridge(hole, outerNode) { -+function findHoleBridge( hole, outerNode ) { -+ - let p = outerNode, -- qx = -Infinity, -+ qx = - Infinity, - m; -- const hx = hole.x, -- hy = hole.y; -+ -+ const hx = hole.x, hy = hole.y; - - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - do { -- if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { -- const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); -- if (x <= hx && x > qx) { -+ -+ if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { -+ -+ const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); -+ if ( x <= hx && x > qx ) { -+ - qx = x; - m = p.x < p.next.x ? p : p.next; -- if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint -+ if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint -+ - } -+ - } - - p = p.next; -- } while (p !== outerNode); -- if (!m) return null; -+ -+ } while ( p !== outerNode ); -+ -+ if ( ! m ) return null; - - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; -@@ -22539,235 +35415,334 @@ function findHoleBridge(hole, outerNode) { - const stop = m, - mx = m.x, - my = m.y; -- let tanMin = Infinity, -- tan; -+ let tanMin = Infinity, tan; -+ - p = m; -+ - do { -- if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { -- tan = Math.abs(hy - p.y) / (hx - p.x); // tangential - -- if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) { -+ if ( hx >= p.x && p.x >= mx && hx !== p.x && -+ pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { -+ -+ tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential -+ -+ if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { -+ - m = p; - tanMin = tan; -+ - } -+ - } -+ - p = p.next; -- } while (p !== stop); -+ -+ } while ( p !== stop ); -+ - return m; -+ - } - - // whether sector in vertex m contains sector in vertex p in the same coordinates --function sectorContainsSector(m, p) { -- return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; -+function sectorContainsSector( m, p ) { -+ -+ return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; -+ - } - - // interlink polygon nodes in z-order --function indexCurve(start, minX, minY, invSize) { -+function indexCurve( start, minX, minY, invSize ) { -+ - let p = start; - do { -- if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); -+ -+ if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; -- } while (p !== start); -+ -+ } while ( p !== start ); -+ - p.prevZ.nextZ = null; - p.prevZ = null; -- sortLinked(p); -+ -+ sortLinked( p ); -+ - } - - // Simon Tatham's linked list merge sort algorithm - // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html --function sortLinked(list) { -- let i, -- p, -- q, -- e, -- tail, -- numMerges, -- pSize, -- qSize, -+function sortLinked( list ) { -+ -+ let i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; -+ - do { -+ - p = list; - list = null; - tail = null; - numMerges = 0; -- while (p) { -- numMerges++; -+ -+ while ( p ) { -+ -+ numMerges ++; - q = p; - pSize = 0; -- for (i = 0; i < inSize; i++) { -- pSize++; -+ for ( i = 0; i < inSize; i ++ ) { -+ -+ pSize ++; - q = q.nextZ; -- if (!q) break; -+ if ( ! q ) break; -+ - } -+ - qSize = inSize; -- while (pSize > 0 || qSize > 0 && q) { -- if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { -+ -+ while ( pSize > 0 || ( qSize > 0 && q ) ) { -+ -+ if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { -+ - e = p; - p = p.nextZ; -- pSize--; -+ pSize --; -+ - } else { -+ - e = q; - q = q.nextZ; -- qSize--; -+ qSize --; -+ - } -- if (tail) tail.nextZ = e;else list = e; -+ -+ if ( tail ) tail.nextZ = e; -+ else list = e; -+ - e.prevZ = tail; - tail = e; -+ - } -+ - p = q; -+ - } -+ - tail.nextZ = null; - inSize *= 2; -- } while (numMerges > 1); -+ -+ } while ( numMerges > 1 ); -+ - return list; -+ - } - - // z-order of a point given coords and inverse of the longer side of data bbox --function zOrder(x, y, minX, minY, invSize) { -+function zOrder( x, y, minX, minY, invSize ) { -+ - // coords are transformed into non-negative 15-bit integer range -- x = (x - minX) * invSize | 0; -- y = (y - minY) * invSize | 0; -- x = (x | x << 8) & 0x00FF00FF; -- x = (x | x << 4) & 0x0F0F0F0F; -- x = (x | x << 2) & 0x33333333; -- x = (x | x << 1) & 0x55555555; -- y = (y | y << 8) & 0x00FF00FF; -- y = (y | y << 4) & 0x0F0F0F0F; -- y = (y | y << 2) & 0x33333333; -- y = (y | y << 1) & 0x55555555; -- return x | y << 1; -+ x = ( x - minX ) * invSize | 0; -+ y = ( y - minY ) * invSize | 0; -+ -+ x = ( x | ( x << 8 ) ) & 0x00FF00FF; -+ x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; -+ x = ( x | ( x << 2 ) ) & 0x33333333; -+ x = ( x | ( x << 1 ) ) & 0x55555555; -+ -+ y = ( y | ( y << 8 ) ) & 0x00FF00FF; -+ y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; -+ y = ( y | ( y << 2 ) ) & 0x33333333; -+ y = ( y | ( y << 1 ) ) & 0x55555555; -+ -+ return x | ( y << 1 ); -+ - } - - // find the leftmost node of a polygon ring --function getLeftmost(start) { -+function getLeftmost( start ) { -+ - let p = start, - leftmost = start; - do { -- if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p; -+ -+ if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; - p = p.next; -- } while (p !== start); -+ -+ } while ( p !== start ); -+ - return leftmost; -+ - } - - // check if a point lies within a convex triangle --function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { -- return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && (ax - px) * (by - py) >= (bx - px) * (ay - py) && (bx - px) * (cy - py) >= (cx - px) * (by - py); -+function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { -+ -+ return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) && -+ ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) && -+ ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py ); -+ - } - - // check if a diagonal between two polygon nodes is valid (lies in polygon interior) --function isValidDiagonal(a, b) { -- return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( -- // dones't intersect other edges -- locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( -- // locally visible -- area(a.prev, a, b.prev) || area(a, b.prev, b)) || -- // does not create opposite-facing sectors -- equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case -+function isValidDiagonal( a, b ) { -+ -+ return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges -+ ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible -+ ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors -+ equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case -+ - } - - // signed area of a triangle --function area(p, q, r) { -- return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); -+function area( p, q, r ) { -+ -+ return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); -+ - } - - // check if two points are equal --function equals(p1, p2) { -+function equals( p1, p2 ) { -+ - return p1.x === p2.x && p1.y === p2.y; -+ - } - - // check if two segments intersect --function intersects(p1, q1, p2, q2) { -- const o1 = sign(area(p1, q1, p2)); -- const o2 = sign(area(p1, q1, q2)); -- const o3 = sign(area(p2, q2, p1)); -- const o4 = sign(area(p2, q2, q1)); -- if (o1 !== o2 && o3 !== o4) return true; // general case -- -- if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 -- if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 -- if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 -- if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 -+function intersects( p1, q1, p2, q2 ) { -+ -+ const o1 = sign( area( p1, q1, p2 ) ); -+ const o2 = sign( area( p1, q1, q2 ) ); -+ const o3 = sign( area( p2, q2, p1 ) ); -+ const o4 = sign( area( p2, q2, q1 ) ); -+ -+ if ( o1 !== o2 && o3 !== o4 ) return true; // general case -+ -+ if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 -+ if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 -+ if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 -+ if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - - return false; -+ - } - - // for collinear points p, q, r, check if point q lies on segment pr --function onSegment(p, q, r) { -- return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); -+function onSegment( p, q, r ) { -+ -+ return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y ); -+ - } --function sign(num) { -- return num > 0 ? 1 : num < 0 ? -1 : 0; -+ -+function sign( num ) { -+ -+ return num > 0 ? 1 : num < 0 ? - 1 : 0; -+ - } - - // check if a polygon diagonal intersects any polygon segments --function intersectsPolygon(a, b) { -+function intersectsPolygon( a, b ) { -+ - let p = a; - do { -- if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true; -+ -+ if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && -+ intersects( p, p.next, a, b ) ) return true; - p = p.next; -- } while (p !== a); -+ -+ } while ( p !== a ); -+ - return false; -+ - } - - // check if a polygon diagonal is locally inside the polygon --function locallyInside(a, b) { -- return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; -+function locallyInside( a, b ) { -+ -+ return area( a.prev, a, a.next ) < 0 ? -+ area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : -+ area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; -+ - } - - // check if the middle point of a polygon diagonal is inside the polygon --function middleInside(a, b) { -+function middleInside( a, b ) { -+ - let p = a, - inside = false; -- const px = (a.x + b.x) / 2, -- py = (a.y + b.y) / 2; -+ const px = ( a.x + b.x ) / 2, -+ py = ( a.y + b.y ) / 2; - do { -- if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside; -+ -+ if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && -+ ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) -+ inside = ! inside; - p = p.next; -- } while (p !== a); -+ -+ } while ( p !== a ); -+ - return inside; -+ - } - - // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; - // if one belongs to the outer ring and another to a hole, it merges it into a single ring --function splitPolygon(a, b) { -- const a2 = new Node(a.i, a.x, a.y), -- b2 = new Node(b.i, b.x, b.y), -+function splitPolygon( a, b ) { -+ -+ const a2 = new Node( a.i, a.x, a.y ), -+ b2 = new Node( b.i, b.x, b.y ), - an = a.next, - bp = b.prev; -+ - a.next = b; - b.prev = a; -+ - a2.next = an; - an.prev = a2; -+ - b2.next = a2; - a2.prev = b2; -+ - bp.next = b2; - b2.prev = bp; -+ - return b2; -+ - } - - // create a node and optionally link it with previous one (in a circular doubly linked list) --function insertNode(i, x, y, last) { -- const p = new Node(i, x, y); -- if (!last) { -+function insertNode( i, x, y, last ) { -+ -+ const p = new Node( i, x, y ); -+ -+ if ( ! last ) { -+ - p.prev = p; - p.next = p; -+ - } else { -+ - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; -+ - } -+ - return p; -+ - } --function removeNode(p) { -+ -+function removeNode( p ) { -+ - p.next.prev = p.prev; - p.prev.next = p.next; -- if (p.prevZ) p.prevZ.nextZ = p.nextZ; -- if (p.nextZ) p.nextZ.prevZ = p.prevZ; -+ -+ if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; -+ if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; -+ - } --function Node(i, x, y) { -+ -+function Node( i, x, y ) { -+ - // vertex index in coordinates array - this.i = i; - -@@ -22788,71 +35763,110 @@ function Node(i, x, y) { - - // indicates whether this is a steiner point - this.steiner = false; -+ - } --function signedArea(data, start, end, dim) { -+ -+function signedArea( data, start, end, dim ) { -+ - let sum = 0; -- for (let i = start, j = end - dim; i < end; i += dim) { -- sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); -+ for ( let i = start, j = end - dim; i < end; i += dim ) { -+ -+ sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); - j = i; -+ - } -+ - return sum; -+ - } - - class ShapeUtils { -+ - // calculate area of the contour polygon - -- static area(contour) { -+ static area( contour ) { -+ - const n = contour.length; - let a = 0.0; -- for (let p = n - 1, q = 0; q < n; p = q++) { -- a += contour[p].x * contour[q].y - contour[q].x * contour[p].y; -+ -+ for ( let p = n - 1, q = 0; q < n; p = q ++ ) { -+ -+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; -+ - } -+ - return a * 0.5; -+ - } -- static isClockWise(pts) { -- return ShapeUtils.area(pts) < 0; -+ -+ static isClockWise( pts ) { -+ -+ return ShapeUtils.area( pts ) < 0; -+ - } -- static triangulateShape(contour, holes) { -+ -+ static triangulateShape( contour, holes ) { -+ - const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - const holeIndices = []; // array of hole indices - const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - -- removeDupEndPts(contour); -- addContour(vertices, contour); -+ removeDupEndPts( contour ); -+ addContour( vertices, contour ); - - // - - let holeIndex = contour.length; -- holes.forEach(removeDupEndPts); -- for (let i = 0; i < holes.length; i++) { -- holeIndices.push(holeIndex); -- holeIndex += holes[i].length; -- addContour(vertices, holes[i]); -+ -+ holes.forEach( removeDupEndPts ); -+ -+ for ( let i = 0; i < holes.length; i ++ ) { -+ -+ holeIndices.push( holeIndex ); -+ holeIndex += holes[ i ].length; -+ addContour( vertices, holes[ i ] ); -+ - } - - // - -- const triangles = Earcut.triangulate(vertices, holeIndices); -+ const triangles = Earcut.triangulate( vertices, holeIndices ); - - // - -- for (let i = 0; i < triangles.length; i += 3) { -- faces.push(triangles.slice(i, i + 3)); -+ for ( let i = 0; i < triangles.length; i += 3 ) { -+ -+ faces.push( triangles.slice( i, i + 3 ) ); -+ - } -+ - return faces; -+ - } -+ - } --function removeDupEndPts(points) { -+ -+function removeDupEndPts( points ) { -+ - const l = points.length; -- if (l > 2 && points[l - 1].equals(points[0])) { -+ -+ if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { -+ - points.pop(); -+ - } -+ - } --function addContour(vertices, contour) { -- for (let i = 0; i < contour.length; i++) { -- vertices.push(contour[i].x); -- vertices.push(contour[i].y); -+ -+function addContour( vertices, contour ) { -+ -+ for ( let i = 0; i < contour.length; i ++ ) { -+ -+ vertices.push( contour[ i ].x ); -+ vertices.push( contour[ i ].y ); -+ - } -+ - } - - /** -@@ -22860,48 +35874,61 @@ function addContour(vertices, contour) { - * - * parameters = { - * -- * curveSegments: , // number of points on the curves -- * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too -- * depth: , // Depth to extrude the shape -+ * curveSegments: , // number of points on the curves -+ * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too -+ * depth: , // Depth to extrude the shape - * -- * bevelEnabled: , // turn on bevel -- * bevelThickness: , // how deep into the original shape bevel goes -- * bevelSize: , // how far from shape outline (including bevelOffset) is bevel -- * bevelOffset: , // how far from shape outline does bevel start -- * bevelSegments: , // number of bevel layers -+ * bevelEnabled: , // turn on bevel -+ * bevelThickness: , // how deep into the original shape bevel goes -+ * bevelSize: , // how far from shape outline (including bevelOffset) is bevel -+ * bevelOffset: , // how far from shape outline does bevel start -+ * bevelSegments: , // number of bevel layers - * -- * extrudePath: // curve to extrude shape along -+ * extrudePath: // curve to extrude shape along - * -- * UVGenerator: // object that provides UV generator functions -+ * UVGenerator: // object that provides UV generator functions - * - * } - */ -+ - class ExtrudeGeometry extends BufferGeometry { -- constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) { -+ -+ constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) { -+ - super(); -+ - this.type = 'ExtrudeGeometry'; -+ - this.parameters = { - shapes: shapes, - options: options - }; -- shapes = Array.isArray(shapes) ? shapes : [shapes]; -+ -+ shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; -+ - const scope = this; -+ - const verticesArray = []; - const uvArray = []; -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- addShape(shape); -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ addShape( shape ); -+ - } - - // build geometry - -- this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2)); -+ this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); -+ - this.computeVertexNormals(); - - // functions - -- function addShape(shape) { -+ function addShape( shape ) { -+ - const placeholder = []; - - // options -@@ -22909,21 +35936,26 @@ class ExtrudeGeometry extends BufferGeometry { - const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - const steps = options.steps !== undefined ? options.steps : 1; - const depth = options.depth !== undefined ? options.depth : 1; -+ - let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; - let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2; - let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1; - let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; - let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; -+ - const extrudePath = options.extrudePath; -+ - const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; - - // - -- let extrudePts, -- extrudeByPath = false; -+ let extrudePts, extrudeByPath = false; - let splineTube, binormal, normal, position2; -- if (extrudePath) { -- extrudePts = extrudePath.getSpacedPoints(steps); -+ -+ if ( extrudePath ) { -+ -+ extrudePts = extrudePath.getSpacedPoints( steps ); -+ - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - -@@ -22931,68 +35963,94 @@ class ExtrudeGeometry extends BufferGeometry { - - // TODO1 - have a .isClosed in spline? - -- splineTube = extrudePath.computeFrenetFrames(steps, false); -+ splineTube = extrudePath.computeFrenetFrames( steps, false ); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); -+ - } - - // Safeguards if bevels are not enabled - -- if (!bevelEnabled) { -+ if ( ! bevelEnabled ) { -+ - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - bevelOffset = 0; -+ - } - - // Variables initialization - -- const shapePoints = shape.extractPoints(curveSegments); -+ const shapePoints = shape.extractPoints( curveSegments ); -+ - let vertices = shapePoints.shape; - const holes = shapePoints.holes; -- const reverse = !ShapeUtils.isClockWise(vertices); -- if (reverse) { -+ -+ const reverse = ! ShapeUtils.isClockWise( vertices ); -+ -+ if ( reverse ) { -+ - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- if (ShapeUtils.isClockWise(ahole)) { -- holes[h] = ahole.reverse(); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ -+ if ( ShapeUtils.isClockWise( ahole ) ) { -+ -+ holes[ h ] = ahole.reverse(); -+ - } -+ - } -+ - } -- const faces = ShapeUtils.triangulateShape(vertices, holes); -+ -+ -+ const faces = ShapeUtils.triangulateShape( vertices, holes ); - - /* Vertices */ - - const contour = vertices; // vertices has all points but contour has only points of circumference - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- vertices = vertices.concat(ahole); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ -+ vertices = vertices.concat( ahole ); -+ - } -- function scalePt2(pt, vec, size) { -- if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist'); -- return vec.clone().multiplyScalar(size).add(pt); -+ -+ -+ function scalePt2( pt, vec, size ) { -+ -+ if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' ); -+ -+ return vec.clone().multiplyScalar( size ).add( pt ); -+ - } -- const vlen = vertices.length, -- flen = faces.length; -+ -+ const vlen = vertices.length, flen = faces.length; -+ - - // Find directions for point movement - -- function getBevelVec(inPt, inPrev, inNext) { -+ -+ function getBevelVec( inPt, inPrev, inNext ) { -+ - // computes for inPt the corresponding point inPt' on a new contour -- // shifted by 1 unit (length of normalized vector) to the left -+ // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two -- // adjacent edges of inPt at a distance of 1 unit on the left side. -+ // adjacent edges of inPt at a distance of 1 unit on the left side. - - let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt - -@@ -23003,196 +36061,291 @@ class ExtrudeGeometry extends BufferGeometry { - v_prev_y = inPt.y - inPrev.y; - const v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; -- const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; -+ -+ const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for collinear edges -- const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x; -- if (Math.abs(collinear0) > Number.EPSILON) { -+ const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); -+ -+ if ( Math.abs( collinear0 ) > Number.EPSILON ) { -+ - // not collinear - - // length of vectors for normalizing - -- const v_prev_len = Math.sqrt(v_prev_lensq); -- const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); -+ const v_prev_len = Math.sqrt( v_prev_lensq ); -+ const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - -- const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len; -- const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len; -- const ptNextShift_x = inNext.x - v_next_y / v_next_len; -- const ptNextShift_y = inNext.y + v_next_x / v_next_len; -+ const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); -+ const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); -+ -+ const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); -+ const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - -- const sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); -+ const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - -+ ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / -+ ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - -- v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x; -- v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; -+ v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); -+ v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly -- // but prevent crazy spikes -- const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y; -- if (v_trans_lensq <= 2) { -- return new Vector2(v_trans_x, v_trans_y); -+ // but prevent crazy spikes -+ const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); -+ if ( v_trans_lensq <= 2 ) { -+ -+ return new Vector2( v_trans_x, v_trans_y ); -+ - } else { -- shrink_by = Math.sqrt(v_trans_lensq / 2); -+ -+ shrink_by = Math.sqrt( v_trans_lensq / 2 ); -+ - } -+ - } else { -+ - // handle special case of collinear edges - - let direction_eq = false; // assumes: opposite - -- if (v_prev_x > Number.EPSILON) { -- if (v_next_x > Number.EPSILON) { -+ if ( v_prev_x > Number.EPSILON ) { -+ -+ if ( v_next_x > Number.EPSILON ) { -+ - direction_eq = true; -+ - } -+ - } else { -- if (v_prev_x < -Number.EPSILON) { -- if (v_next_x < -Number.EPSILON) { -+ -+ if ( v_prev_x < - Number.EPSILON ) { -+ -+ if ( v_next_x < - Number.EPSILON ) { -+ - direction_eq = true; -+ - } -+ - } else { -- if (Math.sign(v_prev_y) === Math.sign(v_next_y)) { -+ -+ if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { -+ - direction_eq = true; -+ - } -+ - } -+ - } -- if (direction_eq) { -+ -+ if ( direction_eq ) { -+ - // console.log("Warning: lines are a straight sequence"); -- v_trans_x = -v_prev_y; -+ v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; -- shrink_by = Math.sqrt(v_prev_lensq); -+ shrink_by = Math.sqrt( v_prev_lensq ); -+ - } else { -+ - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; -- shrink_by = Math.sqrt(v_prev_lensq / 2); -+ shrink_by = Math.sqrt( v_prev_lensq / 2 ); -+ - } -+ - } -- return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by); -+ -+ return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); -+ - } -+ -+ - const contourMovements = []; -- for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) { -- if (j === il) j = 0; -- if (k === il) k = 0; - -- // (j)---(i)---(k) -+ for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { -+ -+ if ( j === il ) j = 0; -+ if ( k === il ) k = 0; -+ -+ // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - -- contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]); -+ contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); -+ - } -+ - const holesMovements = []; -- let oneHoleMovements, -- verticesMovements = contourMovements.concat(); -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -+ let oneHoleMovements, verticesMovements = contourMovements.concat(); -+ -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ - oneHoleMovements = []; -- for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) { -- if (j === il) j = 0; -- if (k === il) k = 0; - -- // (j)---(i)---(k) -- oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]); -+ for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { -+ -+ if ( j === il ) j = 0; -+ if ( k === il ) k = 0; -+ -+ // (j)---(i)---(k) -+ oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); -+ - } -- holesMovements.push(oneHoleMovements); -- verticesMovements = verticesMovements.concat(oneHoleMovements); -+ -+ holesMovements.push( oneHoleMovements ); -+ verticesMovements = verticesMovements.concat( oneHoleMovements ); -+ - } - -+ - // Loop bevelSegments, 1 for the front, 1 for the back - -- for (let b = 0; b < bevelSegments; b++) { -+ for ( let b = 0; b < bevelSegments; b ++ ) { -+ - //for ( b = bevelSegments; b > 0; b -- ) { - - const t = b / bevelSegments; -- const z = bevelThickness * Math.cos(t * Math.PI / 2); -- const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; -+ const z = bevelThickness * Math.cos( t * Math.PI / 2 ); -+ const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - -- for (let i = 0, il = contour.length; i < il; i++) { -- const vert = scalePt2(contour[i], contourMovements[i], bs); -- v(vert.x, vert.y, -z); -+ for ( let i = 0, il = contour.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); -+ -+ v( vert.x, vert.y, - z ); -+ - } - - // expand holes - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- oneHoleMovements = holesMovements[h]; -- for (let i = 0, il = ahole.length; i < il; i++) { -- const vert = scalePt2(ahole[i], oneHoleMovements[i], bs); -- v(vert.x, vert.y, -z); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ oneHoleMovements = holesMovements[ h ]; -+ -+ for ( let i = 0, il = ahole.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); -+ -+ v( vert.x, vert.y, - z ); -+ - } -+ - } -+ - } -+ - const bs = bevelSize + bevelOffset; - - // Back facing vertices - -- for (let i = 0; i < vlen; i++) { -- const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i]; -- if (!extrudeByPath) { -- v(vert.x, vert.y, 0); -+ for ( let i = 0; i < vlen; i ++ ) { -+ -+ const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; -+ -+ if ( ! extrudeByPath ) { -+ -+ v( vert.x, vert.y, 0 ); -+ - } else { -+ - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - -- normal.copy(splineTube.normals[0]).multiplyScalar(vert.x); -- binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y); -- position2.copy(extrudePts[0]).add(normal).add(binormal); -- v(position2.x, position2.y, position2.z); -+ normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); -+ binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); -+ -+ position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); -+ -+ v( position2.x, position2.y, position2.z ); -+ - } -+ - } - - // Add stepped vertices... - // Including front facing vertices - -- for (let s = 1; s <= steps; s++) { -- for (let i = 0; i < vlen; i++) { -- const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i]; -- if (!extrudeByPath) { -- v(vert.x, vert.y, depth / steps * s); -+ for ( let s = 1; s <= steps; s ++ ) { -+ -+ for ( let i = 0; i < vlen; i ++ ) { -+ -+ const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; -+ -+ if ( ! extrudeByPath ) { -+ -+ v( vert.x, vert.y, depth / steps * s ); -+ - } else { -+ - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - -- normal.copy(splineTube.normals[s]).multiplyScalar(vert.x); -- binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y); -- position2.copy(extrudePts[s]).add(normal).add(binormal); -- v(position2.x, position2.y, position2.z); -+ normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); -+ binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); -+ -+ position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); -+ -+ v( position2.x, position2.y, position2.z ); -+ - } -+ - } -+ - } - -+ - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { -- for (let b = bevelSegments - 1; b >= 0; b--) { -+ for ( let b = bevelSegments - 1; b >= 0; b -- ) { -+ - const t = b / bevelSegments; -- const z = bevelThickness * Math.cos(t * Math.PI / 2); -- const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; -+ const z = bevelThickness * Math.cos( t * Math.PI / 2 ); -+ const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - -- for (let i = 0, il = contour.length; i < il; i++) { -- const vert = scalePt2(contour[i], contourMovements[i], bs); -- v(vert.x, vert.y, depth + z); -+ for ( let i = 0, il = contour.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); -+ v( vert.x, vert.y, depth + z ); -+ - } - - // expand holes - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- oneHoleMovements = holesMovements[h]; -- for (let i = 0, il = ahole.length; i < il; i++) { -- const vert = scalePt2(ahole[i], oneHoleMovements[i], bs); -- if (!extrudeByPath) { -- v(vert.x, vert.y, depth + z); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ oneHoleMovements = holesMovements[ h ]; -+ -+ for ( let i = 0, il = ahole.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); -+ -+ if ( ! extrudeByPath ) { -+ -+ v( vert.x, vert.y, depth + z ); -+ - } else { -- v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z); -+ -+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); -+ - } -+ - } -+ - } -+ - } - - /* Faces */ -@@ -23205,226 +36358,391 @@ class ExtrudeGeometry extends BufferGeometry { - - buildSideFaces(); - -- ///// Internal functions -+ -+ ///// Internal functions - - function buildLidFaces() { -+ - const start = verticesArray.length / 3; -- if (bevelEnabled) { -+ -+ if ( bevelEnabled ) { -+ - let layer = 0; // steps + 1 - let offset = vlen * layer; - - // Bottom faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[2] + offset, face[1] + offset, face[0] + offset); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); -+ - } -+ - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[0] + offset, face[1] + offset, face[2] + offset); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); -+ - } -+ - } else { -+ - // Bottom faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[2], face[1], face[0]); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 2 ], face[ 1 ], face[ 0 ] ); -+ - } - - // Top faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); -+ - } -+ - } -- scope.addGroup(start, verticesArray.length / 3 - start, 0); -+ -+ scope.addGroup( start, verticesArray.length / 3 - start, 0 ); -+ - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { -+ - const start = verticesArray.length / 3; - let layeroffset = 0; -- sidewalls(contour, layeroffset); -+ sidewalls( contour, layeroffset ); - layeroffset += contour.length; -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- sidewalls(ahole, layeroffset); -+ -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; -+ - } -- scope.addGroup(start, verticesArray.length / 3 - start, 1); -+ -+ -+ scope.addGroup( start, verticesArray.length / 3 - start, 1 ); -+ -+ - } -- function sidewalls(contour, layeroffset) { -+ -+ function sidewalls( contour, layeroffset ) { -+ - let i = contour.length; -- while (--i >= 0) { -+ -+ while ( -- i >= 0 ) { -+ - const j = i; - let k = i - 1; -- if (k < 0) k = contour.length - 1; -+ if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - -- for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) { -+ for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { -+ - const slen1 = vlen * s; -- const slen2 = vlen * (s + 1); -+ const slen2 = vlen * ( s + 1 ); -+ - const a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; -- f4(a, b, c, d); -+ -+ f4( a, b, c, d ); -+ - } -+ - } -+ - } -- function v(x, y, z) { -- placeholder.push(x); -- placeholder.push(y); -- placeholder.push(z); -+ -+ function v( x, y, z ) { -+ -+ placeholder.push( x ); -+ placeholder.push( y ); -+ placeholder.push( z ); -+ - } -- function f3(a, b, c) { -- addVertex(a); -- addVertex(b); -- addVertex(c); -+ -+ -+ function f3( a, b, c ) { -+ -+ addVertex( a ); -+ addVertex( b ); -+ addVertex( c ); -+ - const nextIndex = verticesArray.length / 3; -- const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1); -- addUV(uvs[0]); -- addUV(uvs[1]); -- addUV(uvs[2]); -- } -- function f4(a, b, c, d) { -- addVertex(a); -- addVertex(b); -- addVertex(d); -- addVertex(b); -- addVertex(c); -- addVertex(d); -+ const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); -+ -+ addUV( uvs[ 0 ] ); -+ addUV( uvs[ 1 ] ); -+ addUV( uvs[ 2 ] ); -+ -+ } -+ -+ function f4( a, b, c, d ) { -+ -+ addVertex( a ); -+ addVertex( b ); -+ addVertex( d ); -+ -+ addVertex( b ); -+ addVertex( c ); -+ addVertex( d ); -+ -+ - const nextIndex = verticesArray.length / 3; -- const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1); -- addUV(uvs[0]); -- addUV(uvs[1]); -- addUV(uvs[3]); -- addUV(uvs[1]); -- addUV(uvs[2]); -- addUV(uvs[3]); -+ const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); -+ -+ addUV( uvs[ 0 ] ); -+ addUV( uvs[ 1 ] ); -+ addUV( uvs[ 3 ] ); -+ -+ addUV( uvs[ 1 ] ); -+ addUV( uvs[ 2 ] ); -+ addUV( uvs[ 3 ] ); -+ - } -- function addVertex(index) { -- verticesArray.push(placeholder[index * 3 + 0]); -- verticesArray.push(placeholder[index * 3 + 1]); -- verticesArray.push(placeholder[index * 3 + 2]); -+ -+ function addVertex( index ) { -+ -+ verticesArray.push( placeholder[ index * 3 + 0 ] ); -+ verticesArray.push( placeholder[ index * 3 + 1 ] ); -+ verticesArray.push( placeholder[ index * 3 + 2 ] ); -+ - } -- function addUV(vector2) { -- uvArray.push(vector2.x); -- uvArray.push(vector2.y); -+ -+ -+ function addUV( vector2 ) { -+ -+ uvArray.push( vector2.x ); -+ uvArray.push( vector2.y ); -+ - } -+ - } -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - const shapes = this.parameters.shapes; - const options = this.parameters.options; -- return toJSON$1(shapes, options, data); -+ -+ return toJSON$1( shapes, options, data ); -+ - } -- static fromJSON(data, shapes) { -+ -+ static fromJSON( data, shapes ) { -+ - const geometryShapes = []; -- for (let j = 0, jl = data.shapes.length; j < jl; j++) { -- const shape = shapes[data.shapes[j]]; -- geometryShapes.push(shape); -+ -+ for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { -+ -+ const shape = shapes[ data.shapes[ j ] ]; -+ -+ geometryShapes.push( shape ); -+ - } -+ - const extrudePath = data.options.extrudePath; -- if (extrudePath !== undefined) { -- data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath); -+ -+ if ( extrudePath !== undefined ) { -+ -+ data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); -+ - } -- return new ExtrudeGeometry(geometryShapes, data.options); -+ -+ return new ExtrudeGeometry( geometryShapes, data.options ); -+ - } -+ - } -+ - const WorldUVGenerator = { -- generateTopUV: function (geometry, vertices, indexA, indexB, indexC) { -- const a_x = vertices[indexA * 3]; -- const a_y = vertices[indexA * 3 + 1]; -- const b_x = vertices[indexB * 3]; -- const b_y = vertices[indexB * 3 + 1]; -- const c_x = vertices[indexC * 3]; -- const c_y = vertices[indexC * 3 + 1]; -- return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)]; -+ -+ generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { -+ -+ const a_x = vertices[ indexA * 3 ]; -+ const a_y = vertices[ indexA * 3 + 1 ]; -+ const b_x = vertices[ indexB * 3 ]; -+ const b_y = vertices[ indexB * 3 + 1 ]; -+ const c_x = vertices[ indexC * 3 ]; -+ const c_y = vertices[ indexC * 3 + 1 ]; -+ -+ return [ -+ new Vector2( a_x, a_y ), -+ new Vector2( b_x, b_y ), -+ new Vector2( c_x, c_y ) -+ ]; -+ - }, -- generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) { -- const a_x = vertices[indexA * 3]; -- const a_y = vertices[indexA * 3 + 1]; -- const a_z = vertices[indexA * 3 + 2]; -- const b_x = vertices[indexB * 3]; -- const b_y = vertices[indexB * 3 + 1]; -- const b_z = vertices[indexB * 3 + 2]; -- const c_x = vertices[indexC * 3]; -- const c_y = vertices[indexC * 3 + 1]; -- const c_z = vertices[indexC * 3 + 2]; -- const d_x = vertices[indexD * 3]; -- const d_y = vertices[indexD * 3 + 1]; -- const d_z = vertices[indexD * 3 + 2]; -- if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) { -- return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)]; -+ -+ generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { -+ -+ const a_x = vertices[ indexA * 3 ]; -+ const a_y = vertices[ indexA * 3 + 1 ]; -+ const a_z = vertices[ indexA * 3 + 2 ]; -+ const b_x = vertices[ indexB * 3 ]; -+ const b_y = vertices[ indexB * 3 + 1 ]; -+ const b_z = vertices[ indexB * 3 + 2 ]; -+ const c_x = vertices[ indexC * 3 ]; -+ const c_y = vertices[ indexC * 3 + 1 ]; -+ const c_z = vertices[ indexC * 3 + 2 ]; -+ const d_x = vertices[ indexD * 3 ]; -+ const d_y = vertices[ indexD * 3 + 1 ]; -+ const d_z = vertices[ indexD * 3 + 2 ]; -+ -+ if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { -+ -+ return [ -+ new Vector2( a_x, 1 - a_z ), -+ new Vector2( b_x, 1 - b_z ), -+ new Vector2( c_x, 1 - c_z ), -+ new Vector2( d_x, 1 - d_z ) -+ ]; -+ - } else { -- return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)]; -+ -+ return [ -+ new Vector2( a_y, 1 - a_z ), -+ new Vector2( b_y, 1 - b_z ), -+ new Vector2( c_y, 1 - c_z ), -+ new Vector2( d_y, 1 - d_z ) -+ ]; -+ - } -+ - } -+ - }; --function toJSON$1(shapes, options, data) { -+ -+function toJSON$1( shapes, options, data ) { -+ - data.shapes = []; -- if (Array.isArray(shapes)) { -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- data.shapes.push(shape.uuid); -+ -+ if ( Array.isArray( shapes ) ) { -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ -+ data.shapes.push( shape.uuid ); -+ - } -+ - } else { -- data.shapes.push(shapes.uuid); -+ -+ data.shapes.push( shapes.uuid ); -+ - } -- data.options = Object.assign({}, options); -- if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON(); -+ -+ data.options = Object.assign( {}, options ); -+ -+ if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); -+ - return data; -+ - } - - class IcosahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const t = (1 + Math.sqrt(5)) / 2; -- const vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1]; -- const indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1]; -- super(vertices, indices, radius, detail); -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const t = ( 1 + Math.sqrt( 5 ) ) / 2; -+ -+ const vertices = [ -+ - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, -+ 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, -+ t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 -+ ]; -+ -+ const indices = [ -+ 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, -+ 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, -+ 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, -+ 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'IcosahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new IcosahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new IcosahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - - class OctahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1]; -- const indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2]; -- super(vertices, indices, radius, detail); -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const vertices = [ -+ 1, 0, 0, - 1, 0, 0, 0, 1, 0, -+ 0, - 1, 0, 0, 0, 1, 0, 0, - 1 -+ ]; -+ -+ const indices = [ -+ 0, 2, 4, 0, 4, 3, 0, 3, 5, -+ 0, 5, 2, 1, 2, 5, 1, 5, 3, -+ 1, 3, 4, 1, 4, 2 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'OctahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new OctahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new OctahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - - class RingGeometry extends BufferGeometry { -- constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) { -+ -+ constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'RingGeometry'; -+ - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, -@@ -23433,8 +36751,9 @@ class RingGeometry extends BufferGeometry { - thetaStart: thetaStart, - thetaLength: thetaLength - }; -- thetaSegments = Math.max(3, thetaSegments); -- phiSegments = Math.max(1, phiSegments); -+ -+ thetaSegments = Math.max( 3, thetaSegments ); -+ phiSegments = Math.max( 1, phiSegments ); - - // buffers - -@@ -23446,46 +36765,56 @@ class RingGeometry extends BufferGeometry { - // some helper variables - - let radius = innerRadius; -- const radiusStep = (outerRadius - innerRadius) / phiSegments; -+ const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - const vertex = new Vector3(); - const uv = new Vector2(); - - // generate vertices, normals and uvs - -- for (let j = 0; j <= phiSegments; j++) { -- for (let i = 0; i <= thetaSegments; i++) { -+ for ( let j = 0; j <= phiSegments; j ++ ) { -+ -+ for ( let i = 0; i <= thetaSegments; i ++ ) { -+ - // values are generate from the inside of the ring to the outside - - const segment = thetaStart + i / thetaSegments * thetaLength; - - // vertex - -- vertex.x = radius * Math.cos(segment); -- vertex.y = radius * Math.sin(segment); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = radius * Math.cos( segment ); -+ vertex.y = radius * Math.sin( segment ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normals.push(0, 0, 1); -+ normals.push( 0, 0, 1 ); - - // uv - -- uv.x = (vertex.x / outerRadius + 1) / 2; -- uv.y = (vertex.y / outerRadius + 1) / 2; -- uvs.push(uv.x, uv.y); -+ uv.x = ( vertex.x / outerRadius + 1 ) / 2; -+ uv.y = ( vertex.y / outerRadius + 1 ) / 2; -+ -+ uvs.push( uv.x, uv.y ); -+ - } - - // increase the radius for next row of vertices - - radius += radiusStep; -+ - } - - // indices - -- for (let j = 0; j < phiSegments; j++) { -- const thetaSegmentLevel = j * (thetaSegments + 1); -- for (let i = 0; i < thetaSegments; i++) { -+ for ( let j = 0; j < phiSegments; j ++ ) { -+ -+ const thetaSegmentLevel = j * ( thetaSegments + 1 ); -+ -+ for ( let i = 0; i < thetaSegments; i ++ ) { -+ - const segment = i + thetaSegmentLevel; -+ - const a = segment; - const b = segment + thetaSegments + 1; - const c = segment + thetaSegments + 2; -@@ -23493,27 +36822,38 @@ class RingGeometry extends BufferGeometry { - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class ShapeGeometry extends BufferGeometry { -- constructor(shapes = new Shape([new Vector2(0, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), curveSegments = 12) { -+ -+ constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) { -+ - super(); -+ - this.type = 'ShapeGeometry'; -+ - this.parameters = { - shapes: shapes, - curveSegments: curveSegments -@@ -23533,105 +36873,165 @@ class ShapeGeometry extends BufferGeometry { - - // allow single and array values for "shapes" parameter - -- if (Array.isArray(shapes) === false) { -- addShape(shapes); -+ if ( Array.isArray( shapes ) === false ) { -+ -+ addShape( shapes ); -+ - } else { -- for (let i = 0; i < shapes.length; i++) { -- addShape(shapes[i]); -- this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support -+ -+ for ( let i = 0; i < shapes.length; i ++ ) { -+ -+ addShape( shapes[ i ] ); -+ -+ this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - - groupStart += groupCount; - groupCount = 0; -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - - // helper functions - -- function addShape(shape) { -+ function addShape( shape ) { -+ - const indexOffset = vertices.length / 3; -- const points = shape.extractPoints(curveSegments); -+ const points = shape.extractPoints( curveSegments ); -+ - let shapeVertices = points.shape; - const shapeHoles = points.holes; - - // check direction of vertices - -- if (ShapeUtils.isClockWise(shapeVertices) === false) { -+ if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { -+ - shapeVertices = shapeVertices.reverse(); -+ - } -- for (let i = 0, l = shapeHoles.length; i < l; i++) { -- const shapeHole = shapeHoles[i]; -- if (ShapeUtils.isClockWise(shapeHole) === true) { -- shapeHoles[i] = shapeHole.reverse(); -+ -+ for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { -+ -+ const shapeHole = shapeHoles[ i ]; -+ -+ if ( ShapeUtils.isClockWise( shapeHole ) === true ) { -+ -+ shapeHoles[ i ] = shapeHole.reverse(); -+ - } -+ - } -- const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); -+ -+ const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - - // join vertices of inner and outer paths to a single array - -- for (let i = 0, l = shapeHoles.length; i < l; i++) { -- const shapeHole = shapeHoles[i]; -- shapeVertices = shapeVertices.concat(shapeHole); -- } -+ for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { -+ -+ const shapeHole = shapeHoles[ i ]; -+ shapeVertices = shapeVertices.concat( shapeHole ); -+ -+ } -+ -+ // vertices, normals, uvs -+ -+ for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { -+ -+ const vertex = shapeVertices[ i ]; - -- // vertices, normals, uvs -+ vertices.push( vertex.x, vertex.y, 0 ); -+ normals.push( 0, 0, 1 ); -+ uvs.push( vertex.x, vertex.y ); // world uvs - -- for (let i = 0, l = shapeVertices.length; i < l; i++) { -- const vertex = shapeVertices[i]; -- vertices.push(vertex.x, vertex.y, 0); -- normals.push(0, 0, 1); -- uvs.push(vertex.x, vertex.y); // world uvs - } - - // indices - -- for (let i = 0, l = faces.length; i < l; i++) { -- const face = faces[i]; -- const a = face[0] + indexOffset; -- const b = face[1] + indexOffset; -- const c = face[2] + indexOffset; -- indices.push(a, b, c); -+ for ( let i = 0, l = faces.length; i < l; i ++ ) { -+ -+ const face = faces[ i ]; -+ -+ const a = face[ 0 ] + indexOffset; -+ const b = face[ 1 ] + indexOffset; -+ const c = face[ 2 ] + indexOffset; -+ -+ indices.push( a, b, c ); - groupCount += 3; -+ - } -+ - } -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - const shapes = this.parameters.shapes; -- return toJSON(shapes, data); -+ -+ return toJSON( shapes, data ); -+ - } -- static fromJSON(data, shapes) { -+ -+ static fromJSON( data, shapes ) { -+ - const geometryShapes = []; -- for (let j = 0, jl = data.shapes.length; j < jl; j++) { -- const shape = shapes[data.shapes[j]]; -- geometryShapes.push(shape); -+ -+ for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { -+ -+ const shape = shapes[ data.shapes[ j ] ]; -+ -+ geometryShapes.push( shape ); -+ - } -- return new ShapeGeometry(geometryShapes, data.curveSegments); -+ -+ return new ShapeGeometry( geometryShapes, data.curveSegments ); -+ - } -+ - } --function toJSON(shapes, data) { -+ -+function toJSON( shapes, data ) { -+ - data.shapes = []; -- if (Array.isArray(shapes)) { -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- data.shapes.push(shape.uuid); -+ -+ if ( Array.isArray( shapes ) ) { -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ -+ data.shapes.push( shape.uuid ); -+ - } -+ - } else { -- data.shapes.push(shapes.uuid); -+ -+ data.shapes.push( shapes.uuid ); -+ - } -+ - return data; -+ - } - - class SphereGeometry extends BufferGeometry { -- constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) { -+ -+ constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { -+ - super(); -+ - this.type = 'SphereGeometry'; -+ - this.parameters = { - radius: radius, - widthSegments: widthSegments, -@@ -23641,11 +37041,15 @@ class SphereGeometry extends BufferGeometry { - thetaStart: thetaStart, - thetaLength: thetaLength - }; -- widthSegments = Math.max(3, Math.floor(widthSegments)); -- heightSegments = Math.max(2, Math.floor(heightSegments)); -- const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI); -+ -+ widthSegments = Math.max( 3, Math.floor( widthSegments ) ); -+ heightSegments = Math.max( 2, Math.floor( heightSegments ) ); -+ -+ const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); -+ - let index = 0; - const grid = []; -+ - const vertex = new Vector3(); - const normal = new Vector3(); - -@@ -23658,86 +37062,129 @@ class SphereGeometry extends BufferGeometry { - - // generate vertices, normals and uvs - -- for (let iy = 0; iy <= heightSegments; iy++) { -+ for ( let iy = 0; iy <= heightSegments; iy ++ ) { -+ - const verticesRow = []; -+ - const v = iy / heightSegments; - - // special case for the poles - - let uOffset = 0; -- if (iy == 0 && thetaStart == 0) { -+ -+ if ( iy == 0 && thetaStart == 0 ) { -+ - uOffset = 0.5 / widthSegments; -- } else if (iy == heightSegments && thetaEnd == Math.PI) { -- uOffset = -0.5 / widthSegments; -+ -+ } else if ( iy == heightSegments && thetaEnd == Math.PI ) { -+ -+ uOffset = - 0.5 / widthSegments; -+ - } -- for (let ix = 0; ix <= widthSegments; ix++) { -+ -+ for ( let ix = 0; ix <= widthSegments; ix ++ ) { -+ - const u = ix / widthSegments; - - // vertex - -- vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); -- vertex.y = radius * Math.cos(thetaStart + v * thetaLength); -- vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); -+ vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); -+ vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normal.copy(vertex).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ normal.copy( vertex ).normalize(); -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(u + uOffset, 1 - v); -- verticesRow.push(index++); -+ uvs.push( u + uOffset, 1 - v ); -+ -+ verticesRow.push( index ++ ); -+ - } -- grid.push(verticesRow); -+ -+ grid.push( verticesRow ); -+ - } - - // indices - -- for (let iy = 0; iy < heightSegments; iy++) { -- for (let ix = 0; ix < widthSegments; ix++) { -- const a = grid[iy][ix + 1]; -- const b = grid[iy][ix]; -- const c = grid[iy + 1][ix]; -- const d = grid[iy + 1][ix + 1]; -- if (iy !== 0 || thetaStart > 0) indices.push(a, b, d); -- if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d); -+ for ( let iy = 0; iy < heightSegments; iy ++ ) { -+ -+ for ( let ix = 0; ix < widthSegments; ix ++ ) { -+ -+ const a = grid[ iy ][ ix + 1 ]; -+ const b = grid[ iy ][ ix ]; -+ const c = grid[ iy + 1 ][ ix ]; -+ const d = grid[ iy + 1 ][ ix + 1 ]; -+ -+ if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); -+ if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class TetrahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1]; -- const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1]; -- super(vertices, indices, radius, detail); -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const vertices = [ -+ 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 -+ ]; -+ -+ const indices = [ -+ 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'TetrahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new TetrahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new TetrahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - - class TorusGeometry extends BufferGeometry { -- constructor(radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2) { -+ -+ constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'TorusGeometry'; -+ - this.parameters = { - radius: radius, - tube: tube, -@@ -23745,8 +37192,9 @@ class TorusGeometry extends BufferGeometry { - tubularSegments: tubularSegments, - arc: arc - }; -- radialSegments = Math.floor(radialSegments); -- tubularSegments = Math.floor(tubularSegments); -+ -+ radialSegments = Math.floor( radialSegments ); -+ tubularSegments = Math.floor( tubularSegments ); - - // buffers - -@@ -23763,66 +37211,85 @@ class TorusGeometry extends BufferGeometry { - - // generate vertices, normals and uvs - -- for (let j = 0; j <= radialSegments; j++) { -- for (let i = 0; i <= tubularSegments; i++) { -+ for ( let j = 0; j <= radialSegments; j ++ ) { -+ -+ for ( let i = 0; i <= tubularSegments; i ++ ) { -+ - const u = i / tubularSegments * arc; - const v = j / radialSegments * Math.PI * 2; - - // vertex - -- vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u); -- vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u); -- vertex.z = tube * Math.sin(v); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); -+ vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); -+ vertex.z = tube * Math.sin( v ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- center.x = radius * Math.cos(u); -- center.y = radius * Math.sin(u); -- normal.subVectors(vertex, center).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ center.x = radius * Math.cos( u ); -+ center.y = radius * Math.sin( u ); -+ normal.subVectors( vertex, center ).normalize(); -+ -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(i / tubularSegments); -- uvs.push(j / radialSegments); -+ uvs.push( i / tubularSegments ); -+ uvs.push( j / radialSegments ); -+ - } -+ - } - - // generate indices - -- for (let j = 1; j <= radialSegments; j++) { -- for (let i = 1; i <= tubularSegments; i++) { -+ for ( let j = 1; j <= radialSegments; j ++ ) { -+ -+ for ( let i = 1; i <= tubularSegments; i ++ ) { -+ - // indices - -- const a = (tubularSegments + 1) * j + i - 1; -- const b = (tubularSegments + 1) * (j - 1) + i - 1; -- const c = (tubularSegments + 1) * (j - 1) + i; -- const d = (tubularSegments + 1) * j + i; -+ const a = ( tubularSegments + 1 ) * j + i - 1; -+ const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; -+ const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; -+ const d = ( tubularSegments + 1 ) * j + i; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc); -+ -+ static fromJSON( data ) { -+ -+ return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc ); -+ - } -+ - } - - class TorusKnotGeometry extends BufferGeometry { -- constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) { -+ -+ constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { -+ - super(); -+ - this.type = 'TorusKnotGeometry'; -+ - this.parameters = { - radius: radius, - tube: tube, -@@ -23831,8 +37298,9 @@ class TorusKnotGeometry extends BufferGeometry { - p: p, - q: q - }; -- tubularSegments = Math.floor(tubularSegments); -- radialSegments = Math.floor(radialSegments); -+ -+ tubularSegments = Math.floor( tubularSegments ); -+ radialSegments = Math.floor( radialSegments ); - - // buffers - -@@ -23845,15 +37313,18 @@ class TorusKnotGeometry extends BufferGeometry { - - const vertex = new Vector3(); - const normal = new Vector3(); -+ - const P1 = new Vector3(); - const P2 = new Vector3(); -+ - const B = new Vector3(); - const T = new Vector3(); - const N = new Vector3(); - - // generate vertices, normals and uvs - -- for (let i = 0; i <= tubularSegments; ++i) { -+ for ( let i = 0; i <= tubularSegments; ++ i ) { -+ - // the radian "u" is used to calculate the position on the torus curve of the current tubular segment - - const u = i / tubularSegments * p * Math.PI * 2; -@@ -23861,94 +37332,116 @@ class TorusKnotGeometry extends BufferGeometry { - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - -- calculatePositionOnCurve(u, p, q, radius, P1); -- calculatePositionOnCurve(u + 0.01, p, q, radius, P2); -+ calculatePositionOnCurve( u, p, q, radius, P1 ); -+ calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - -- T.subVectors(P2, P1); -- N.addVectors(P2, P1); -- B.crossVectors(T, N); -- N.crossVectors(B, T); -+ T.subVectors( P2, P1 ); -+ N.addVectors( P2, P1 ); -+ B.crossVectors( T, N ); -+ N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); -- for (let j = 0; j <= radialSegments; ++j) { -+ -+ for ( let j = 0; j <= radialSegments; ++ j ) { -+ - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - - const v = j / radialSegments * Math.PI * 2; -- const cx = -tube * Math.cos(v); -- const cy = tube * Math.sin(v); -+ const cx = - tube * Math.cos( v ); -+ const cy = tube * Math.sin( v ); - - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve - -- vertex.x = P1.x + (cx * N.x + cy * B.x); -- vertex.y = P1.y + (cx * N.y + cy * B.y); -- vertex.z = P1.z + (cx * N.z + cy * B.z); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = P1.x + ( cx * N.x + cy * B.x ); -+ vertex.y = P1.y + ( cx * N.y + cy * B.y ); -+ vertex.z = P1.z + ( cx * N.z + cy * B.z ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - -- normal.subVectors(vertex, P1).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ normal.subVectors( vertex, P1 ).normalize(); -+ -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(i / tubularSegments); -- uvs.push(j / radialSegments); -+ uvs.push( i / tubularSegments ); -+ uvs.push( j / radialSegments ); -+ - } -+ - } - - // generate indices - -- for (let j = 1; j <= tubularSegments; j++) { -- for (let i = 1; i <= radialSegments; i++) { -+ for ( let j = 1; j <= tubularSegments; j ++ ) { -+ -+ for ( let i = 1; i <= radialSegments; i ++ ) { -+ - // indices - -- const a = (radialSegments + 1) * (j - 1) + (i - 1); -- const b = (radialSegments + 1) * j + (i - 1); -- const c = (radialSegments + 1) * j + i; -- const d = (radialSegments + 1) * (j - 1) + i; -+ const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); -+ const b = ( radialSegments + 1 ) * j + ( i - 1 ); -+ const c = ( radialSegments + 1 ) * j + i; -+ const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // this function calculates the current position on the torus curve - -- function calculatePositionOnCurve(u, p, q, radius, position) { -- const cu = Math.cos(u); -- const su = Math.sin(u); -+ function calculatePositionOnCurve( u, p, q, radius, position ) { -+ -+ const cu = Math.cos( u ); -+ const su = Math.sin( u ); - const quOverP = q / p * u; -- const cs = Math.cos(quOverP); -- position.x = radius * (2 + cs) * 0.5 * cu; -- position.y = radius * (2 + cs) * su * 0.5; -- position.z = radius * Math.sin(quOverP) * 0.5; -+ const cs = Math.cos( quOverP ); -+ -+ position.x = radius * ( 2 + cs ) * 0.5 * cu; -+ position.y = radius * ( 2 + cs ) * su * 0.5; -+ position.z = radius * Math.sin( quOverP ) * 0.5; -+ - } -+ - } -- static fromJSON(data) { -- return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q); -+ -+ static fromJSON( data ) { -+ -+ return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); -+ - } -+ - } - - class TubeGeometry extends BufferGeometry { -- constructor(path = new QuadraticBezierCurve3(new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) { -+ -+ constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) { -+ - super(); -+ - this.type = 'TubeGeometry'; -+ - this.parameters = { - path: path, - tubularSegments: tubularSegments, -@@ -23956,7 +37449,8 @@ class TubeGeometry extends BufferGeometry { - radialSegments: radialSegments, - closed: closed - }; -- const frames = path.computeFrenetFrames(tubularSegments, closed); -+ -+ const frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - -@@ -23984,16 +37478,19 @@ class TubeGeometry extends BufferGeometry { - - // 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)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { -- for (let i = 0; i < tubularSegments; i++) { -- generateSegment(i); -+ -+ for ( let i = 0; i < tubularSegments; i ++ ) { -+ -+ generateSegment( i ); -+ - } - - // if the geometry is not closed, generate the last row of vertices and normals -@@ -24001,7 +37498,7 @@ class TubeGeometry extends BufferGeometry { - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - -- generateSegment(closed === false ? tubularSegments : 0); -+ generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries -@@ -24011,85 +37508,131 @@ class TubeGeometry extends BufferGeometry { - // finally create faces - - generateIndices(); -+ - } -- function generateSegment(i) { -+ -+ function generateSegment( i ) { -+ - // we use getPointAt to sample evenly distributed points from the given path - -- P = path.getPointAt(i / tubularSegments, P); -+ P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - -- const N = frames.normals[i]; -- const B = frames.binormals[i]; -+ const N = frames.normals[ i ]; -+ const B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - -- for (let j = 0; j <= radialSegments; j++) { -+ for ( let j = 0; j <= radialSegments; j ++ ) { -+ - const v = j / radialSegments * Math.PI * 2; -- const sin = Math.sin(v); -- const cos = -Math.cos(v); -+ -+ const sin = Math.sin( v ); -+ const cos = - Math.cos( v ); - - // normal - -- normal.x = cos * N.x + sin * B.x; -- normal.y = cos * N.y + sin * B.y; -- normal.z = cos * N.z + sin * B.z; -+ normal.x = ( cos * N.x + sin * B.x ); -+ normal.y = ( cos * N.y + sin * B.y ); -+ normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ -+ normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); -+ - } -+ - } -+ - function generateIndices() { -- for (let j = 1; j <= tubularSegments; j++) { -- for (let i = 1; i <= radialSegments; i++) { -- const a = (radialSegments + 1) * (j - 1) + (i - 1); -- const b = (radialSegments + 1) * j + (i - 1); -- const c = (radialSegments + 1) * j + i; -- const d = (radialSegments + 1) * (j - 1) + i; -+ -+ for ( let j = 1; j <= tubularSegments; j ++ ) { -+ -+ for ( let i = 1; i <= radialSegments; i ++ ) { -+ -+ const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); -+ const b = ( radialSegments + 1 ) * j + ( i - 1 ); -+ const c = ( radialSegments + 1 ) * j + i; -+ const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } -+ - } -+ - function generateUVs() { -- for (let i = 0; i <= tubularSegments; i++) { -- for (let j = 0; j <= radialSegments; j++) { -+ -+ for ( let i = 0; i <= tubularSegments; i ++ ) { -+ -+ for ( let j = 0; j <= radialSegments; j ++ ) { -+ - uv.x = i / tubularSegments; - uv.y = j / radialSegments; -- uvs.push(uv.x, uv.y); -+ -+ uvs.push( uv.x, uv.y ); -+ - } -+ - } -+ - } -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.path = this.parameters.path.toJSON(); -+ - return data; -+ - } -- static fromJSON(data) { -+ -+ static fromJSON( data ) { -+ - // This only works for built-in curves (e.g. CatmullRomCurve3). - // User defined curves or instances of CurvePath will not be deserialized. -- return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed); -+ return new TubeGeometry( -+ new Curves[ data.path.type ]().fromJSON( data.path ), -+ data.tubularSegments, -+ data.radius, -+ data.radialSegments, -+ data.closed -+ ); -+ - } -+ - } - - class WireframeGeometry extends BufferGeometry { -- constructor(geometry = null) { -+ -+ constructor( geometry = null ) { -+ - super(); -+ - this.type = 'WireframeGeometry'; -+ - this.parameters = { - geometry: geometry - }; -- if (geometry !== null) { -+ -+ if ( geometry !== null ) { -+ - // buffer - - const vertices = []; -@@ -24099,77 +37642,112 @@ class WireframeGeometry extends BufferGeometry { - - const start = new Vector3(); - const end = new Vector3(); -- if (geometry.index !== null) { -+ -+ if ( geometry.index !== null ) { -+ - // indexed BufferGeometry - - const position = geometry.attributes.position; - const indices = geometry.index; - let groups = geometry.groups; -- if (groups.length === 0) { -- groups = [{ -- start: 0, -- count: indices.count, -- materialIndex: 0 -- }]; -+ -+ if ( groups.length === 0 ) { -+ -+ groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; -+ - } - - // create a data structure that contains all edges without duplicates - -- for (let o = 0, ol = groups.length; o < ol; ++o) { -- const group = groups[o]; -+ for ( let o = 0, ol = groups.length; o < ol; ++ o ) { -+ -+ const group = groups[ o ]; -+ - const groupStart = group.start; - const groupCount = group.count; -- for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) { -- for (let j = 0; j < 3; j++) { -- const index1 = indices.getX(i + j); -- const index2 = indices.getX(i + (j + 1) % 3); -- start.fromBufferAttribute(position, index1); -- end.fromBufferAttribute(position, index2); -- if (isUniqueEdge(start, end, edges) === true) { -- vertices.push(start.x, start.y, start.z); -- vertices.push(end.x, end.y, end.z); -+ -+ for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { -+ -+ for ( let j = 0; j < 3; j ++ ) { -+ -+ const index1 = indices.getX( i + j ); -+ const index2 = indices.getX( i + ( j + 1 ) % 3 ); -+ -+ start.fromBufferAttribute( position, index1 ); -+ end.fromBufferAttribute( position, index2 ); -+ -+ if ( isUniqueEdge( start, end, edges ) === true ) { -+ -+ vertices.push( start.x, start.y, start.z ); -+ vertices.push( end.x, end.y, end.z ); -+ - } -+ - } -+ - } -+ - } -+ - } else { -+ - // non-indexed BufferGeometry - - const position = geometry.attributes.position; -- for (let i = 0, l = position.count / 3; i < l; i++) { -- for (let j = 0; j < 3; j++) { -+ -+ for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { -+ -+ for ( let j = 0; j < 3; j ++ ) { -+ - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - - const index1 = 3 * i + j; -- const index2 = 3 * i + (j + 1) % 3; -- start.fromBufferAttribute(position, index1); -- end.fromBufferAttribute(position, index2); -- if (isUniqueEdge(start, end, edges) === true) { -- vertices.push(start.x, start.y, start.z); -- vertices.push(end.x, end.y, end.z); -+ const index2 = 3 * i + ( ( j + 1 ) % 3 ); -+ -+ start.fromBufferAttribute( position, index1 ); -+ end.fromBufferAttribute( position, index2 ); -+ -+ if ( isUniqueEdge( start, end, edges ) === true ) { -+ -+ vertices.push( start.x, start.y, start.z ); -+ vertices.push( end.x, end.y, end.z ); -+ - } -+ - } -+ - } -+ - } - - // build geometry - -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ - } -+ - } -+ - } --function isUniqueEdge(start, end, edges) { -+ -+function isUniqueEdge( start, end, edges ) { -+ - const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`; - const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge - -- if (edges.has(hash1) === true || edges.has(hash2) === true) { -+ if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) { -+ - return false; -+ - } else { -- edges.add(hash1); -- edges.add(hash2); -+ -+ edges.add( hash1 ); -+ edges.add( hash2 ); - return true; -+ - } -+ - } - - var Geometries = /*#__PURE__*/Object.freeze({ -@@ -24198,757 +37776,1191 @@ var Geometries = /*#__PURE__*/Object.freeze({ - }); - - class ShadowMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isShadowMaterial = true; -+ - this.type = 'ShadowMaterial'; -- this.color = new Color(0x000000); -+ -+ this.color = new Color( 0x000000 ); - this.transparent = true; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class RawShaderMaterial extends ShaderMaterial { -- constructor(parameters) { -- super(parameters); -+ -+ constructor( parameters ) { -+ -+ super( parameters ); -+ - this.isRawShaderMaterial = true; -+ - this.type = 'RawShaderMaterial'; -+ - } -+ - } - - class MeshStandardMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshStandardMaterial = true; -- this.defines = { -- 'STANDARD': '' -- }; -+ -+ this.defines = { 'STANDARD': '' }; -+ - this.type = 'MeshStandardMaterial'; -- this.color = new Color(0xffffff); // diffuse -+ -+ this.color = new Color( 0xffffff ); // diffuse - this.roughness = 1.0; - this.metalness = 0.0; -+ - this.map = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.roughnessMap = null; -+ - this.metalnessMap = null; -+ - this.alphaMap = null; -+ - this.envMap = null; - this.envMapIntensity = 1.0; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.defines = { -- 'STANDARD': '' -- }; -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.defines = { 'STANDARD': '' }; -+ -+ this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.roughnessMap = source.roughnessMap; -+ - this.metalnessMap = source.metalnessMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshPhysicalMaterial extends MeshStandardMaterial { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshPhysicalMaterial = true; -+ - this.defines = { -+ - 'STANDARD': '', - 'PHYSICAL': '' -+ - }; -+ - this.type = 'MeshPhysicalMaterial'; -+ - this.clearcoatMap = null; - this.clearcoatRoughness = 0.0; - this.clearcoatRoughnessMap = null; -- this.clearcoatNormalScale = new Vector2(1, 1); -+ this.clearcoatNormalScale = new Vector2( 1, 1 ); - this.clearcoatNormalMap = null; -+ - this.ior = 1.5; -- Object.defineProperty(this, 'reflectivity', { -+ -+ Object.defineProperty( this, 'reflectivity', { - get: function () { -- return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1); -+ -+ return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); -+ - }, -- set: function (reflectivity) { -- this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity); -+ set: function ( reflectivity ) { -+ -+ this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity ); -+ - } -- }); -+ } ); -+ - this.iridescenceMap = null; - this.iridescenceIOR = 1.3; -- this.iridescenceThicknessRange = [100, 400]; -+ this.iridescenceThicknessRange = [ 100, 400 ]; - this.iridescenceThicknessMap = null; -- this.sheenColor = new Color(0x000000); -+ -+ this.sheenColor = new Color( 0x000000 ); - this.sheenColorMap = null; - this.sheenRoughness = 1.0; - this.sheenRoughnessMap = null; -+ - this.transmissionMap = null; -+ - this.thickness = 0; - this.thicknessMap = null; - this.attenuationDistance = Infinity; -- this.attenuationColor = new Color(1, 1, 1); -+ this.attenuationColor = new Color( 1, 1, 1 ); -+ - this.specularIntensity = 1.0; - this.specularIntensityMap = null; -- this.specularColor = new Color(1, 1, 1); -+ this.specularColor = new Color( 1, 1, 1 ); - this.specularColorMap = null; -+ - this._sheen = 0.0; - this._clearcoat = 0; - this._iridescence = 0; - this._transmission = 0; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -+ - get sheen() { -+ - return this._sheen; -+ - } -- set sheen(value) { -- if (this._sheen > 0 !== value > 0) { -- this.version++; -+ -+ set sheen( value ) { -+ -+ if ( this._sheen > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._sheen = value; -+ - } -+ - get clearcoat() { -+ - return this._clearcoat; -+ - } -- set clearcoat(value) { -- if (this._clearcoat > 0 !== value > 0) { -- this.version++; -+ -+ set clearcoat( value ) { -+ -+ if ( this._clearcoat > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._clearcoat = value; -+ - } -+ - get iridescence() { -+ - return this._iridescence; -+ - } -- set iridescence(value) { -- if (this._iridescence > 0 !== value > 0) { -- this.version++; -+ -+ set iridescence( value ) { -+ -+ if ( this._iridescence > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._iridescence = value; -+ - } -+ - get transmission() { -+ - return this._transmission; -+ - } -- set transmission(value) { -- if (this._transmission > 0 !== value > 0) { -- this.version++; -+ -+ set transmission( value ) { -+ -+ if ( this._transmission > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._transmission = value; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.defines = { -+ - 'STANDARD': '', - 'PHYSICAL': '' -+ - }; -+ - this.clearcoat = source.clearcoat; - this.clearcoatMap = source.clearcoatMap; - this.clearcoatRoughness = source.clearcoatRoughness; - this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; - this.clearcoatNormalMap = source.clearcoatNormalMap; -- this.clearcoatNormalScale.copy(source.clearcoatNormalScale); -+ this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); -+ - this.ior = source.ior; -+ - this.iridescence = source.iridescence; - this.iridescenceMap = source.iridescenceMap; - this.iridescenceIOR = source.iridescenceIOR; -- this.iridescenceThicknessRange = [...source.iridescenceThicknessRange]; -+ this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; - this.iridescenceThicknessMap = source.iridescenceThicknessMap; -+ - this.sheen = source.sheen; -- this.sheenColor.copy(source.sheenColor); -+ this.sheenColor.copy( source.sheenColor ); - this.sheenColorMap = source.sheenColorMap; - this.sheenRoughness = source.sheenRoughness; - this.sheenRoughnessMap = source.sheenRoughnessMap; -+ - this.transmission = source.transmission; - this.transmissionMap = source.transmissionMap; -+ - this.thickness = source.thickness; - this.thicknessMap = source.thicknessMap; - this.attenuationDistance = source.attenuationDistance; -- this.attenuationColor.copy(source.attenuationColor); -+ this.attenuationColor.copy( source.attenuationColor ); -+ - this.specularIntensity = source.specularIntensity; - this.specularIntensityMap = source.specularIntensityMap; -- this.specularColor.copy(source.specularColor); -+ this.specularColor.copy( source.specularColor ); - this.specularColorMap = source.specularColorMap; -+ - return this; -+ - } -+ - } - - class MeshPhongMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshPhongMaterial = true; -+ - this.type = 'MeshPhongMaterial'; -- this.color = new Color(0xffffff); // diffuse -- this.specular = new Color(0x111111); -+ -+ this.color = new Color( 0xffffff ); // diffuse -+ this.specular = new Color( 0x111111 ); - this.shininess = 30; -+ - this.map = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.specularMap = null; -+ - this.alphaMap = null; -+ - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -- this.specular.copy(source.specular); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ this.specular.copy( source.specular ); - this.shininess = source.shininess; -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.specularMap = source.specularMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshToonMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshToonMaterial = true; -- this.defines = { -- 'TOON': '' -- }; -+ -+ this.defines = { 'TOON': '' }; -+ - this.type = 'MeshToonMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.map = null; - this.gradientMap = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.alphaMap = null; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; - this.gradientMap = source.gradientMap; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.alphaMap = source.alphaMap; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshNormalMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshNormalMaterial = true; -+ - this.type = 'MeshNormalMaterial'; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; -+ - this.flatShading = false; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; -+ - this.flatShading = source.flatShading; -+ - return this; -+ - } -+ - } - - class MeshLambertMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshLambertMaterial = true; -+ - this.type = 'MeshLambertMaterial'; -- this.color = new Color(0xffffff); // diffuse -+ -+ this.color = new Color( 0xffffff ); // diffuse - - this.map = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.specularMap = null; -+ - this.alphaMap = null; -+ - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.specularMap = source.specularMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshMatcapMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshMatcapMaterial = true; -- this.defines = { -- 'MATCAP': '' -- }; -+ -+ this.defines = { 'MATCAP': '' }; -+ - this.type = 'MeshMatcapMaterial'; -- this.color = new Color(0xffffff); // diffuse -+ -+ this.color = new Color( 0xffffff ); // diffuse - - this.matcap = null; -+ - this.map = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.alphaMap = null; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.defines = { -- 'MATCAP': '' -- }; -- this.color.copy(source.color); -+ -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.defines = { 'MATCAP': '' }; -+ -+ this.color.copy( source.color ); -+ - this.matcap = source.matcap; -+ - this.map = source.map; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.alphaMap = source.alphaMap; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class LineDashedMaterial extends LineBasicMaterial { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isLineDashedMaterial = true; -+ - this.type = 'LineDashedMaterial'; -+ - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; -+ - return this; -+ - } -+ - } - - // same as Array.prototype.slice, but also works on typed arrays --function arraySlice(array, from, to) { -- if (isTypedArray(array)) { -+function arraySlice( array, from, to ) { -+ -+ if ( isTypedArray( array ) ) { -+ - // in ios9 array.subarray(from, undefined) will return empty array - // but array.subarray(from) or array.subarray(from, len) is correct -- return new array.constructor(array.subarray(from, to !== undefined ? to : array.length)); -+ return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); -+ - } -- return array.slice(from, to); -+ -+ return array.slice( from, to ); -+ - } - - // converts an array to a specific type --function convertArray(array, type, forceClone) { -- if (!array || -- // let 'undefined' and 'null' pass -- !forceClone && array.constructor === type) return array; -- if (typeof type.BYTES_PER_ELEMENT === 'number') { -- return new type(array); // create typed array -+function convertArray( array, type, forceClone ) { -+ -+ if ( ! array || // let 'undefined' and 'null' pass -+ ! forceClone && array.constructor === type ) return array; -+ -+ if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { -+ -+ return new type( array ); // create typed array -+ - } - -- return Array.prototype.slice.call(array); // create Array -+ return Array.prototype.slice.call( array ); // create Array -+ - } - --function isTypedArray(object) { -- return ArrayBuffer.isView(object) && !(object instanceof DataView); -+function isTypedArray( object ) { -+ -+ return ArrayBuffer.isView( object ) && -+ ! ( object instanceof DataView ); -+ - } - - // returns an array by which times and values can be sorted --function getKeyframeOrder(times) { -- function compareTime(i, j) { -- return times[i] - times[j]; -+function getKeyframeOrder( times ) { -+ -+ function compareTime( i, j ) { -+ -+ return times[ i ] - times[ j ]; -+ - } -+ - const n = times.length; -- const result = new Array(n); -- for (let i = 0; i !== n; ++i) result[i] = i; -- result.sort(compareTime); -+ const result = new Array( n ); -+ for ( let i = 0; i !== n; ++ i ) result[ i ] = i; -+ -+ result.sort( compareTime ); -+ - return result; -+ - } - - // uses the array previously returned by 'getKeyframeOrder' to sort data --function sortedArray(values, stride, order) { -+function sortedArray( values, stride, order ) { -+ - const nValues = values.length; -- const result = new values.constructor(nValues); -- for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) { -- const srcOffset = order[i] * stride; -- for (let j = 0; j !== stride; ++j) { -- result[dstOffset++] = values[srcOffset + j]; -+ const result = new values.constructor( nValues ); -+ -+ for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { -+ -+ const srcOffset = order[ i ] * stride; -+ -+ for ( let j = 0; j !== stride; ++ j ) { -+ -+ result[ dstOffset ++ ] = values[ srcOffset + j ]; -+ - } -+ - } -+ - return result; -+ - } - - // function for parsing AOS keyframe formats --function flattenJSON(jsonKeys, times, values, valuePropertyName) { -- let i = 1, -- key = jsonKeys[0]; -- while (key !== undefined && key[valuePropertyName] === undefined) { -- key = jsonKeys[i++]; -+function flattenJSON( jsonKeys, times, values, valuePropertyName ) { -+ -+ let i = 1, key = jsonKeys[ 0 ]; -+ -+ while ( key !== undefined && key[ valuePropertyName ] === undefined ) { -+ -+ key = jsonKeys[ i ++ ]; -+ - } -- if (key === undefined) return; // no data - -- let value = key[valuePropertyName]; -- if (value === undefined) return; // no data -+ if ( key === undefined ) return; // no data -+ -+ let value = key[ valuePropertyName ]; -+ if ( value === undefined ) return; // no data -+ -+ if ( Array.isArray( value ) ) { - -- if (Array.isArray(value)) { - do { -- value = key[valuePropertyName]; -- if (value !== undefined) { -- times.push(key.time); -- values.push.apply(values, value); // push all elements -+ -+ value = key[ valuePropertyName ]; -+ -+ if ( value !== undefined ) { -+ -+ times.push( key.time ); -+ values.push.apply( values, value ); // push all elements -+ - } - -- key = jsonKeys[i++]; -- } while (key !== undefined); -- } else if (value.toArray !== undefined) { -+ key = jsonKeys[ i ++ ]; -+ -+ } while ( key !== undefined ); -+ -+ } else if ( value.toArray !== undefined ) { -+ - // ...assume THREE.Math-ish - - do { -- value = key[valuePropertyName]; -- if (value !== undefined) { -- times.push(key.time); -- value.toArray(values, values.length); -+ -+ value = key[ valuePropertyName ]; -+ -+ if ( value !== undefined ) { -+ -+ times.push( key.time ); -+ value.toArray( values, values.length ); -+ - } -- key = jsonKeys[i++]; -- } while (key !== undefined); -+ -+ key = jsonKeys[ i ++ ]; -+ -+ } while ( key !== undefined ); -+ - } else { -+ - // otherwise push as-is - - do { -- value = key[valuePropertyName]; -- if (value !== undefined) { -- times.push(key.time); -- values.push(value); -+ -+ value = key[ valuePropertyName ]; -+ -+ if ( value !== undefined ) { -+ -+ times.push( key.time ); -+ values.push( value ); -+ - } -- key = jsonKeys[i++]; -- } while (key !== undefined); -+ -+ key = jsonKeys[ i ++ ]; -+ -+ } while ( key !== undefined ); -+ - } -+ - } --function subclip(sourceClip, name, startFrame, endFrame, fps = 30) { -+ -+function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { -+ - const clip = sourceClip.clone(); -+ - clip.name = name; -+ - const tracks = []; -- for (let i = 0; i < clip.tracks.length; ++i) { -- const track = clip.tracks[i]; -+ -+ for ( let i = 0; i < clip.tracks.length; ++ i ) { -+ -+ const track = clip.tracks[ i ]; - const valueSize = track.getValueSize(); -+ - const times = []; - const values = []; -- for (let j = 0; j < track.times.length; ++j) { -- const frame = track.times[j] * fps; -- if (frame < startFrame || frame >= endFrame) continue; -- times.push(track.times[j]); -- for (let k = 0; k < valueSize; ++k) { -- values.push(track.values[j * valueSize + k]); -+ -+ for ( let j = 0; j < track.times.length; ++ j ) { -+ -+ const frame = track.times[ j ] * fps; -+ -+ if ( frame < startFrame || frame >= endFrame ) continue; -+ -+ times.push( track.times[ j ] ); -+ -+ for ( let k = 0; k < valueSize; ++ k ) { -+ -+ values.push( track.values[ j * valueSize + k ] ); -+ - } -+ - } -- if (times.length === 0) continue; -- track.times = convertArray(times, track.times.constructor); -- track.values = convertArray(values, track.values.constructor); -- tracks.push(track); -+ -+ if ( times.length === 0 ) continue; -+ -+ track.times = convertArray( times, track.times.constructor ); -+ track.values = convertArray( values, track.values.constructor ); -+ -+ tracks.push( track ); -+ - } -+ - clip.tracks = tracks; - - // find minimum .times value across all tracks in the trimmed clip - - let minStartTime = Infinity; -- for (let i = 0; i < clip.tracks.length; ++i) { -- if (minStartTime > clip.tracks[i].times[0]) { -- minStartTime = clip.tracks[i].times[0]; -+ -+ for ( let i = 0; i < clip.tracks.length; ++ i ) { -+ -+ if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { -+ -+ minStartTime = clip.tracks[ i ].times[ 0 ]; -+ - } -+ - } - - // shift all tracks such that clip begins at t=0 - -- for (let i = 0; i < clip.tracks.length; ++i) { -- clip.tracks[i].shift(-1 * minStartTime); -+ for ( let i = 0; i < clip.tracks.length; ++ i ) { -+ -+ clip.tracks[ i ].shift( - 1 * minStartTime ); -+ - } -+ - clip.resetDuration(); -+ - return clip; -+ - } --function makeClipAdditive(targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) { -- if (fps <= 0) fps = 30; -+ -+function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { -+ -+ if ( fps <= 0 ) fps = 30; -+ - const numTracks = referenceClip.tracks.length; - const referenceTime = referenceFrame / fps; - - // Make each track's values relative to the values at the reference frame -- for (let i = 0; i < numTracks; ++i) { -- const referenceTrack = referenceClip.tracks[i]; -+ for ( let i = 0; i < numTracks; ++ i ) { -+ -+ const referenceTrack = referenceClip.tracks[ i ]; - const referenceTrackType = referenceTrack.ValueTypeName; - - // Skip this track if it's non-numeric -- if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; -+ if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; - - // Find the track in the target clip whose name and type matches the reference track -- const targetTrack = targetClip.tracks.find(function (track) { -- return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType; -- }); -- if (targetTrack === undefined) continue; -+ const targetTrack = targetClip.tracks.find( function ( track ) { -+ -+ return track.name === referenceTrack.name -+ && track.ValueTypeName === referenceTrackType; -+ -+ } ); -+ -+ if ( targetTrack === undefined ) continue; -+ - let referenceOffset = 0; - const referenceValueSize = referenceTrack.getValueSize(); -- if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { -+ -+ if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { -+ - referenceOffset = referenceValueSize / 3; -+ - } -+ - let targetOffset = 0; - const targetValueSize = targetTrack.getValueSize(); -- if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { -+ -+ if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { -+ - targetOffset = targetValueSize / 3; -+ - } -+ - const lastIndex = referenceTrack.times.length - 1; - let referenceValue; - - // Find the value to subtract out of the track -- if (referenceTime <= referenceTrack.times[0]) { -+ if ( referenceTime <= referenceTrack.times[ 0 ] ) { -+ - // Reference frame is earlier than the first keyframe, so just use the first keyframe - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; -- referenceValue = arraySlice(referenceTrack.values, startIndex, endIndex); -- } else if (referenceTime >= referenceTrack.times[lastIndex]) { -+ referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex ); -+ -+ } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { -+ - // Reference frame is after the last keyframe, so just use the last keyframe - const startIndex = lastIndex * referenceValueSize + referenceOffset; - const endIndex = startIndex + referenceValueSize - referenceOffset; -- referenceValue = arraySlice(referenceTrack.values, startIndex, endIndex); -+ referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex ); -+ - } else { -+ - // Interpolate to the reference value - const interpolant = referenceTrack.createInterpolant(); - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; -- interpolant.evaluate(referenceTime); -- referenceValue = arraySlice(interpolant.resultBuffer, startIndex, endIndex); -+ interpolant.evaluate( referenceTime ); -+ referenceValue = arraySlice( interpolant.resultBuffer, startIndex, endIndex ); -+ - } - - // Conjugate the quaternion -- if (referenceTrackType === 'quaternion') { -- const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate(); -- referenceQuat.toArray(referenceValue); -+ if ( referenceTrackType === 'quaternion' ) { -+ -+ const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); -+ referenceQuat.toArray( referenceValue ); -+ - } - - // Subtract the reference value from all of the track values - - const numTimes = targetTrack.times.length; -- for (let j = 0; j < numTimes; ++j) { -+ for ( let j = 0; j < numTimes; ++ j ) { -+ - const valueStart = j * targetValueSize + targetOffset; -- if (referenceTrackType === 'quaternion') { -+ -+ if ( referenceTrackType === 'quaternion' ) { -+ - // Multiply the conjugate for quaternion track types -- Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart); -+ Quaternion.multiplyQuaternionsFlat( -+ targetTrack.values, -+ valueStart, -+ referenceValue, -+ 0, -+ targetTrack.values, -+ valueStart -+ ); -+ - } else { -+ - const valueEnd = targetValueSize - targetOffset * 2; - - // Subtract each value for all other numeric track types -- for (let k = 0; k < valueEnd; ++k) { -- targetTrack.values[valueStart + k] -= referenceValue[k]; -+ for ( let k = 0; k < valueEnd; ++ k ) { -+ -+ targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; -+ - } -+ - } -+ - } -+ - } -+ - targetClip.blendMode = AdditiveAnimationBlendMode; -+ - return targetClip; -+ - } - - var AnimationUtils = /*#__PURE__*/Object.freeze({ -@@ -24985,156 +38997,222 @@ var AnimationUtils = /*#__PURE__*/Object.freeze({ - */ - - class Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; -- this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize); -+ -+ this.resultBuffer = resultBuffer !== undefined ? -+ resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; -+ - this.settings = null; - this.DefaultSettings_ = {}; -+ - } -- evaluate(t) { -+ -+ evaluate( t ) { -+ - const pp = this.parameterPositions; - let i1 = this._cachedIndex, -- t1 = pp[i1], -- t0 = pp[i1 - 1]; -+ t1 = pp[ i1 ], -+ t0 = pp[ i1 - 1 ]; -+ - validate_interval: { -+ - seek: { -+ - let right; -+ - linear_scan: { -+ - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { -- forward_scan: if (!(t < t1)) { -- for (let giveUpAt = i1 + 2;;) { -- if (t1 === undefined) { -- if (t < t0) break forward_scan; -+ forward_scan: if ( ! ( t < t1 ) ) { -+ -+ for ( let giveUpAt = i1 + 2; ; ) { -+ -+ if ( t1 === undefined ) { -+ -+ if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; -- return this.copySampleValue_(i1 - 1); -+ return this.copySampleValue_( i1 - 1 ); -+ - } -- if (i1 === giveUpAt) break; // this loop -+ -+ if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; -- t1 = pp[++i1]; -- if (t < t1) { -+ t1 = pp[ ++ i1 ]; -+ -+ if ( t < t1 ) { -+ - // we have arrived at the sought interval - break seek; -+ - } -+ - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; -+ - } - - //- slower code: - //- if ( t < t0 || t0 === undefined ) { -- if (!(t >= t0)) { -+ if ( ! ( t >= t0 ) ) { -+ - // looping? - -- const t1global = pp[1]; -- if (t < t1global) { -+ const t1global = pp[ 1 ]; -+ -+ if ( t < t1global ) { -+ - i1 = 2; // + 1, using the scan for the details - t0 = t1global; -+ - } - - // linear reverse scan - -- for (let giveUpAt = i1 - 2;;) { -- if (t0 === undefined) { -+ for ( let giveUpAt = i1 - 2; ; ) { -+ -+ if ( t0 === undefined ) { -+ - // before start - - this._cachedIndex = 0; -- return this.copySampleValue_(0); -+ return this.copySampleValue_( 0 ); -+ - } -- if (i1 === giveUpAt) break; // this loop -+ -+ if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; -- t0 = pp[--i1 - 1]; -- if (t >= t0) { -+ t0 = pp[ -- i1 - 1 ]; -+ -+ if ( t >= t0 ) { -+ - // we have arrived at the sought interval - break seek; -+ - } -+ - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; -+ - } - - // the interval is valid - - break validate_interval; -+ - } // linear scan - - // binary search - -- while (i1 < right) { -- const mid = i1 + right >>> 1; -- if (t < pp[mid]) { -+ while ( i1 < right ) { -+ -+ const mid = ( i1 + right ) >>> 1; -+ -+ if ( t < pp[ mid ] ) { -+ - right = mid; -+ - } else { -+ - i1 = mid + 1; -+ - } -+ - } -- t1 = pp[i1]; -- t0 = pp[i1 - 1]; -+ -+ t1 = pp[ i1 ]; -+ t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - -- if (t0 === undefined) { -+ if ( t0 === undefined ) { -+ - this._cachedIndex = 0; -- return this.copySampleValue_(0); -+ return this.copySampleValue_( 0 ); -+ - } -- if (t1 === undefined) { -+ -+ if ( t1 === undefined ) { -+ - i1 = pp.length; - this._cachedIndex = i1; -- return this.copySampleValue_(i1 - 1); -+ return this.copySampleValue_( i1 - 1 ); -+ - } -+ - } // seek - - this._cachedIndex = i1; -- this.intervalChanged_(i1, t0, t1); -+ -+ this.intervalChanged_( i1, t0, t1 ); -+ - } // validate_interval - -- return this.interpolate_(i1, t0, t, t1); -+ return this.interpolate_( i1, t0, t, t1 ); -+ - } -+ - getSettings_() { -+ - return this.settings || this.DefaultSettings_; -+ - } -- copySampleValue_(index) { -+ -+ copySampleValue_( index ) { -+ - // copies a sample value to the result buffer - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; -- for (let i = 0; i !== stride; ++i) { -- result[i] = values[offset + i]; -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ result[ i ] = values[ offset + i ]; -+ - } -+ - return result; -+ - } - - // Template methods for derived classes: - -- interpolate_( /* i1, t0, t, t1 */ -- ) { -- throw new Error('call to abstract method'); -+ interpolate_( /* i1, t0, t, t1 */ ) { -+ -+ throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer -+ - } - -- intervalChanged_( /* i1, t0, t1 */ -- ) { -+ intervalChanged_( /* i1, t0, t1 */ ) { - - // empty -+ - } -+ - } - - /** -@@ -25146,117 +39224,175 @@ class Interpolant { - */ - - class CubicInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -- this._weightPrev = -0; -- this._offsetPrev = -0; -- this._weightNext = -0; -- this._offsetNext = -0; -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ -+ this._weightPrev = - 0; -+ this._offsetPrev = - 0; -+ this._weightNext = - 0; -+ this._offsetNext = - 0; -+ - this.DefaultSettings_ = { -+ - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding -+ - }; -+ - } -- intervalChanged_(i1, t0, t1) { -+ -+ intervalChanged_( i1, t0, t1 ) { -+ - const pp = this.parameterPositions; - let iPrev = i1 - 2, - iNext = i1 + 1, -- tPrev = pp[iPrev], -- tNext = pp[iNext]; -- if (tPrev === undefined) { -- switch (this.getSettings_().endingStart) { -+ -+ tPrev = pp[ iPrev ], -+ tNext = pp[ iNext ]; -+ -+ if ( tPrev === undefined ) { -+ -+ switch ( this.getSettings_().endingStart ) { -+ - case ZeroSlopeEnding: -+ - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; -+ - break; -+ - case WrapAroundEnding: -+ - // use the other end of the curve - iPrev = pp.length - 2; -- tPrev = t0 + pp[iPrev] - pp[iPrev + 1]; -+ tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; -+ - break; -- default: -- // ZeroCurvatureEnding -+ -+ default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; -+ - } -+ - } -- if (tNext === undefined) { -- switch (this.getSettings_().endingEnd) { -+ -+ if ( tNext === undefined ) { -+ -+ switch ( this.getSettings_().endingEnd ) { -+ - case ZeroSlopeEnding: -+ - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; -+ - break; -+ - case WrapAroundEnding: -+ - // use the other end of the curve - iNext = 1; -- tNext = t1 + pp[1] - pp[0]; -+ tNext = t1 + pp[ 1 ] - pp[ 0 ]; -+ - break; -- default: -- // ZeroCurvatureEnding -+ -+ default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; -+ - } -+ - } -- const halfDt = (t1 - t0) * 0.5, -+ -+ const halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; -- this._weightPrev = halfDt / (t0 - tPrev); -- this._weightNext = halfDt / (tNext - t1); -+ -+ this._weightPrev = halfDt / ( t0 - tPrev ); -+ this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; -+ - } -- interpolate_(i1, t0, t, t1) { -+ -+ interpolate_( i1, t0, t, t1 ) { -+ - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, -- o1 = i1 * stride, -- o0 = o1 - stride, -- oP = this._offsetPrev, -- oN = this._offsetNext, -- wP = this._weightPrev, -- wN = this._weightNext, -- p = (t - t0) / (t1 - t0), -+ -+ o1 = i1 * stride, o0 = o1 - stride, -+ oP = this._offsetPrev, oN = this._offsetNext, -+ wP = this._weightPrev, wN = this._weightNext, -+ -+ p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - -- const sP = -wP * ppp + 2 * wP * pp - wP * p; -- const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1; -- const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p; -+ const sP = - wP * ppp + 2 * wP * pp - wP * p; -+ const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; -+ const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - const sN = wN * ppp - wN * pp; - - // combine data linearly - -- for (let i = 0; i !== stride; ++i) { -- result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i]; -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ result[ i ] = -+ sP * values[ oP + i ] + -+ s0 * values[ o0 + i ] + -+ s1 * values[ o1 + i ] + -+ sN * values[ oN + i ]; -+ - } -+ - return result; -+ - } -+ - } - - class LinearInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ - } -- interpolate_(i1, t0, t, t1) { -+ -+ interpolate_( i1, t0, t, t1 ) { -+ - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, -+ - offset1 = i1 * stride, - offset0 = offset1 - stride, -- weight1 = (t - t0) / (t1 - t0), -+ -+ weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; -- for (let i = 0; i !== stride; ++i) { -- result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1; -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ result[ i ] = -+ values[ offset0 + i ] * weight0 + -+ values[ offset1 + i ] * weight1; -+ - } -+ - return result; -+ - } -+ - } - - /** -@@ -25266,278 +39402,468 @@ class LinearInterpolant extends Interpolant { - */ - - class DiscreteInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ - } -- interpolate_(i1 /*, t0, t, t1 */) { -- return this.copySampleValue_(i1 - 1); -+ -+ interpolate_( i1 /*, t0, t, t1 */ ) { -+ -+ return this.copySampleValue_( i1 - 1 ); -+ - } -+ - } - - class KeyframeTrack { -- constructor(name, times, values, interpolation) { -- if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined'); -- if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name); -+ -+ constructor( name, times, values, interpolation ) { -+ -+ if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); -+ if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); -+ - this.name = name; -- this.times = convertArray(times, this.TimeBufferType); -- this.values = convertArray(values, this.ValueBufferType); -- this.setInterpolation(interpolation || this.DefaultInterpolation); -+ -+ this.times = convertArray( times, this.TimeBufferType ); -+ this.values = convertArray( values, this.ValueBufferType ); -+ -+ this.setInterpolation( interpolation || this.DefaultInterpolation ); -+ - } - - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): - -- static toJSON(track) { -+ static toJSON( track ) { -+ - const trackType = track.constructor; -+ - let json; - - // derived classes can define a static toJSON method -- if (trackType.toJSON !== this.toJSON) { -- json = trackType.toJSON(track); -+ if ( trackType.toJSON !== this.toJSON ) { -+ -+ json = trackType.toJSON( track ); -+ - } else { -+ - // by default, we assume the data can be serialized as-is - json = { -+ - 'name': track.name, -- 'times': convertArray(track.times, Array), -- 'values': convertArray(track.values, Array) -+ 'times': convertArray( track.times, Array ), -+ 'values': convertArray( track.values, Array ) -+ - }; -+ - const interpolation = track.getInterpolation(); -- if (interpolation !== track.DefaultInterpolation) { -+ -+ if ( interpolation !== track.DefaultInterpolation ) { -+ - json.interpolation = interpolation; -+ - } -+ - } -+ - json.type = track.ValueTypeName; // mandatory - - return json; -+ - } -- InterpolantFactoryMethodDiscrete(result) { -- return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodDiscrete( result ) { -+ -+ return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -- InterpolantFactoryMethodLinear(result) { -- return new LinearInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodLinear( result ) { -+ -+ return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -- InterpolantFactoryMethodSmooth(result) { -- return new CubicInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodSmooth( result ) { -+ -+ return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -- setInterpolation(interpolation) { -+ -+ setInterpolation( interpolation ) { -+ - let factoryMethod; -- switch (interpolation) { -+ -+ switch ( interpolation ) { -+ - case InterpolateDiscrete: -+ - factoryMethod = this.InterpolantFactoryMethodDiscrete; -+ - break; -+ - case InterpolateLinear: -+ - factoryMethod = this.InterpolantFactoryMethodLinear; -+ - break; -+ - case InterpolateSmooth: -+ - factoryMethod = this.InterpolantFactoryMethodSmooth; -+ - break; -+ - } -- if (factoryMethod === undefined) { -- const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name; -- if (this.createInterpolant === undefined) { -+ -+ if ( factoryMethod === undefined ) { -+ -+ const message = 'unsupported interpolation for ' + -+ this.ValueTypeName + ' keyframe track named ' + this.name; -+ -+ if ( this.createInterpolant === undefined ) { -+ - // fall back to default, unless the default itself is messed up -- if (interpolation !== this.DefaultInterpolation) { -- this.setInterpolation(this.DefaultInterpolation); -+ if ( interpolation !== this.DefaultInterpolation ) { -+ -+ this.setInterpolation( this.DefaultInterpolation ); -+ - } else { -- throw new Error(message); // fatal, in this case -+ -+ throw new Error( message ); // fatal, in this case -+ - } -+ - } - -- console.warn('THREE.KeyframeTrack:', message); -+ console.warn( 'THREE.KeyframeTrack:', message ); - return this; -+ - } -+ - this.createInterpolant = factoryMethod; -+ - return this; -+ - } -+ - getInterpolation() { -- switch (this.createInterpolant) { -+ -+ switch ( this.createInterpolant ) { -+ - case this.InterpolantFactoryMethodDiscrete: -+ - return InterpolateDiscrete; -+ - case this.InterpolantFactoryMethodLinear: -+ - return InterpolateLinear; -+ - case this.InterpolantFactoryMethodSmooth: -+ - return InterpolateSmooth; -+ - } -+ - } -+ - getValueSize() { -+ - return this.values.length / this.times.length; -+ - } - - // move all keyframes either forwards or backwards in time -- shift(timeOffset) { -- if (timeOffset !== 0.0) { -+ shift( timeOffset ) { -+ -+ if ( timeOffset !== 0.0 ) { -+ - const times = this.times; -- for (let i = 0, n = times.length; i !== n; ++i) { -- times[i] += timeOffset; -+ -+ for ( let i = 0, n = times.length; i !== n; ++ i ) { -+ -+ times[ i ] += timeOffset; -+ - } -+ - } -+ - return this; -+ - } - - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) -- scale(timeScale) { -- if (timeScale !== 1.0) { -+ scale( timeScale ) { -+ -+ if ( timeScale !== 1.0 ) { -+ - const times = this.times; -- for (let i = 0, n = times.length; i !== n; ++i) { -- times[i] *= timeScale; -+ -+ for ( let i = 0, n = times.length; i !== n; ++ i ) { -+ -+ times[ i ] *= timeScale; -+ - } -+ - } -+ - return this; -+ - } - - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values -- trim(startTime, endTime) { -+ trim( startTime, endTime ) { -+ - const times = this.times, - nKeys = times.length; -+ - let from = 0, - to = nKeys - 1; -- while (from !== nKeys && times[from] < startTime) { -- ++from; -+ -+ while ( from !== nKeys && times[ from ] < startTime ) { -+ -+ ++ from; -+ - } -- while (to !== -1 && times[to] > endTime) { -- --to; -+ -+ while ( to !== - 1 && times[ to ] > endTime ) { -+ -+ -- to; -+ - } -- ++to; // inclusive -> exclusive bound - -- if (from !== 0 || to !== nKeys) { -+ ++ to; // inclusive -> exclusive bound -+ -+ if ( from !== 0 || to !== nKeys ) { -+ - // empty tracks are forbidden, so keep at least one keyframe -- if (from >= to) { -- to = Math.max(to, 1); -+ if ( from >= to ) { -+ -+ to = Math.max( to, 1 ); - from = to - 1; -+ - } -+ - const stride = this.getValueSize(); -- this.times = arraySlice(times, from, to); -- this.values = arraySlice(this.values, from * stride, to * stride); -+ this.times = arraySlice( times, from, to ); -+ this.values = arraySlice( this.values, from * stride, to * stride ); -+ - } -+ - return this; -+ - } - - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate() { -+ - let valid = true; -+ - const valueSize = this.getValueSize(); -- if (valueSize - Math.floor(valueSize) !== 0) { -- console.error('THREE.KeyframeTrack: Invalid value size in track.', this); -+ if ( valueSize - Math.floor( valueSize ) !== 0 ) { -+ -+ console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); - valid = false; -+ - } -+ - const times = this.times, - values = this.values, -+ - nKeys = times.length; -- if (nKeys === 0) { -- console.error('THREE.KeyframeTrack: Track is empty.', this); -+ -+ if ( nKeys === 0 ) { -+ -+ console.error( 'THREE.KeyframeTrack: Track is empty.', this ); - valid = false; -+ - } -+ - let prevTime = null; -- for (let i = 0; i !== nKeys; i++) { -- const currTime = times[i]; -- if (typeof currTime === 'number' && isNaN(currTime)) { -- console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime); -+ -+ for ( let i = 0; i !== nKeys; i ++ ) { -+ -+ const currTime = times[ i ]; -+ -+ if ( typeof currTime === 'number' && isNaN( currTime ) ) { -+ -+ console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; -+ - } -- if (prevTime !== null && prevTime > currTime) { -- console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime); -+ -+ if ( prevTime !== null && prevTime > currTime ) { -+ -+ console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; -+ - } -+ - prevTime = currTime; -+ - } -- if (values !== undefined) { -- if (isTypedArray(values)) { -- for (let i = 0, n = values.length; i !== n; ++i) { -- const value = values[i]; -- if (isNaN(value)) { -- console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value); -+ -+ if ( values !== undefined ) { -+ -+ if ( isTypedArray( values ) ) { -+ -+ for ( let i = 0, n = values.length; i !== n; ++ i ) { -+ -+ const value = values[ i ]; -+ -+ if ( isNaN( value ) ) { -+ -+ console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; - break; -+ - } -+ - } -+ - } -+ - } -+ - return valid; -+ - } - - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize() { -+ - // times or values may be shared with other tracks, so overwriting is unsafe -- const times = arraySlice(this.times), -- values = arraySlice(this.values), -+ const times = arraySlice( this.times ), -+ values = arraySlice( this.values ), - stride = this.getValueSize(), -+ - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, -+ - lastIndex = times.length - 1; -+ - let writeIndex = 1; -- for (let i = 1; i < lastIndex; ++i) { -+ -+ for ( let i = 1; i < lastIndex; ++ i ) { -+ - let keep = false; -- const time = times[i]; -- const timeNext = times[i + 1]; -+ -+ const time = times[ i ]; -+ const timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - -- if (time !== timeNext && (i !== 1 || time !== times[0])) { -- if (!smoothInterpolation) { -+ if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { -+ -+ if ( ! smoothInterpolation ) { -+ - // remove unnecessary keyframes same as their neighbors - - const offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; -- for (let j = 0; j !== stride; ++j) { -- const value = values[offset + j]; -- if (value !== values[offsetP + j] || value !== values[offsetN + j]) { -+ -+ for ( let j = 0; j !== stride; ++ j ) { -+ -+ const value = values[ offset + j ]; -+ -+ if ( value !== values[ offsetP + j ] || -+ value !== values[ offsetN + j ] ) { -+ - keep = true; - break; -+ - } -+ - } -+ - } else { -+ - keep = true; -+ - } -+ - } - - // in-place compaction - -- if (keep) { -- if (i !== writeIndex) { -- times[writeIndex] = times[i]; -+ if ( keep ) { -+ -+ if ( i !== writeIndex ) { -+ -+ times[ writeIndex ] = times[ i ]; -+ - const readOffset = i * stride, - writeOffset = writeIndex * stride; -- for (let j = 0; j !== stride; ++j) { -- values[writeOffset + j] = values[readOffset + j]; -+ -+ for ( let j = 0; j !== stride; ++ j ) { -+ -+ values[ writeOffset + j ] = values[ readOffset + j ]; -+ - } -+ - } -- ++writeIndex; -+ -+ ++ writeIndex; -+ - } -+ - } - - // flush last keyframe (compaction looks ahead) - -- if (lastIndex > 0) { -- times[writeIndex] = times[lastIndex]; -- for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) { -- values[writeOffset + j] = values[readOffset + j]; -+ if ( lastIndex > 0 ) { -+ -+ times[ writeIndex ] = times[ lastIndex ]; -+ -+ for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { -+ -+ values[ writeOffset + j ] = values[ readOffset + j ]; -+ - } -- ++writeIndex; -+ -+ ++ writeIndex; -+ - } -- if (writeIndex !== times.length) { -- this.times = arraySlice(times, 0, writeIndex); -- this.values = arraySlice(values, 0, writeIndex * stride); -+ -+ if ( writeIndex !== times.length ) { -+ -+ this.times = arraySlice( times, 0, writeIndex ); -+ this.values = arraySlice( values, 0, writeIndex * stride ); -+ - } else { -+ - this.times = times; - this.values = values; -+ - } -+ - return this; -+ - } -+ - clone() { -- const times = arraySlice(this.times, 0); -- const values = arraySlice(this.values, 0); -+ -+ const times = arraySlice( this.times, 0 ); -+ const values = arraySlice( this.values, 0 ); -+ - const TypedKeyframeTrack = this.constructor; -- const track = new TypedKeyframeTrack(this.name, times, values); -+ const track = new TypedKeyframeTrack( this.name, times, values ); - - // Interpolant argument to constructor is not saved, so copy the factory method directly. - track.createInterpolant = this.createInterpolant; -+ - return track; -+ - } -+ - } -+ - KeyframeTrack.prototype.TimeBufferType = Float32Array; - KeyframeTrack.prototype.ValueBufferType = Float32Array; - KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; -@@ -25546,6 +39872,7 @@ KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; - * A Track of Boolean keyframe values. - */ - class BooleanKeyframeTrack extends KeyframeTrack {} -+ - BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; - BooleanKeyframeTrack.prototype.ValueBufferType = Array; - BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -@@ -25556,12 +39883,14 @@ BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - * A Track of keyframe values that represent color. - */ - class ColorKeyframeTrack extends KeyframeTrack {} -+ - ColorKeyframeTrack.prototype.ValueTypeName = 'color'; - - /** - * A Track of numeric keyframe values. - */ - class NumberKeyframeTrack extends KeyframeTrack {} -+ - NumberKeyframeTrack.prototype.ValueTypeName = 'number'; - - /** -@@ -25569,30 +39898,48 @@ NumberKeyframeTrack.prototype.ValueTypeName = 'number'; - */ - - class QuaternionLinearInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ - } -- interpolate_(i1, t0, t, t1) { -+ -+ interpolate_( i1, t0, t, t1 ) { -+ - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, -- alpha = (t - t0) / (t1 - t0); -+ -+ alpha = ( t - t0 ) / ( t1 - t0 ); -+ - let offset = i1 * stride; -- for (let end = offset + stride; offset !== end; offset += 4) { -- Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha); -+ -+ for ( let end = offset + stride; offset !== end; offset += 4 ) { -+ -+ Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); -+ - } -+ - return result; -+ - } -+ - } - - /** - * A Track of quaternion keyframe values. - */ - class QuaternionKeyframeTrack extends KeyframeTrack { -- InterpolantFactoryMethodLinear(result) { -- return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodLinear( result ) { -+ -+ return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -+ - } -+ - QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; - // ValueBufferType is inherited - QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; -@@ -25602,6 +39949,7 @@ QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - * A Track that interpolates Strings - */ - class StringKeyframeTrack extends KeyframeTrack {} -+ - StringKeyframeTrack.prototype.ValueTypeName = 'string'; - StringKeyframeTrack.prototype.ValueBufferType = Array; - StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -@@ -25612,83 +39960,143 @@ StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - * A Track of vectored keyframe values. - */ - class VectorKeyframeTrack extends KeyframeTrack {} -+ - VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; - - class AnimationClip { -- constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) { -+ -+ constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) { -+ - this.name = name; - this.tracks = tracks; - this.duration = duration; - this.blendMode = blendMode; -+ - this.uuid = generateUUID(); - - // this means it should figure out its duration by scanning the tracks -- if (this.duration < 0) { -+ if ( this.duration < 0 ) { -+ - this.resetDuration(); -+ - } -+ - } -- static parse(json) { -+ -+ -+ static parse( json ) { -+ - const tracks = [], - jsonTracks = json.tracks, -- frameTime = 1.0 / (json.fps || 1.0); -- for (let i = 0, n = jsonTracks.length; i !== n; ++i) { -- tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime)); -+ frameTime = 1.0 / ( json.fps || 1.0 ); -+ -+ for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { -+ -+ tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); -+ - } -- const clip = new this(json.name, json.duration, tracks, json.blendMode); -+ -+ const clip = new this( json.name, json.duration, tracks, json.blendMode ); - clip.uuid = json.uuid; -+ - return clip; -+ - } -- static toJSON(clip) { -+ -+ static toJSON( clip ) { -+ - const tracks = [], - clipTracks = clip.tracks; -+ - const json = { -+ - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid, - 'blendMode': clip.blendMode -+ - }; -- for (let i = 0, n = clipTracks.length; i !== n; ++i) { -- tracks.push(KeyframeTrack.toJSON(clipTracks[i])); -+ -+ for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { -+ -+ tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); -+ - } -+ - return json; -+ - } -- static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) { -+ -+ static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { -+ - const numMorphTargets = morphTargetSequence.length; - const tracks = []; -- for (let i = 0; i < numMorphTargets; i++) { -+ -+ for ( let i = 0; i < numMorphTargets; i ++ ) { -+ - let times = []; - let values = []; -- times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets); -- values.push(0, 1, 0); -- const order = getKeyframeOrder(times); -- times = sortedArray(times, 1, order); -- values = sortedArray(values, 1, order); -+ -+ times.push( -+ ( i + numMorphTargets - 1 ) % numMorphTargets, -+ i, -+ ( i + 1 ) % numMorphTargets ); -+ -+ values.push( 0, 1, 0 ); -+ -+ const order = getKeyframeOrder( times ); -+ times = sortedArray( times, 1, order ); -+ values = sortedArray( values, 1, order ); - - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. -- if (!noLoop && times[0] === 0) { -- times.push(numMorphTargets); -- values.push(values[0]); -+ if ( ! noLoop && times[ 0 ] === 0 ) { -+ -+ times.push( numMorphTargets ); -+ values.push( values[ 0 ] ); -+ - } -- tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps)); -+ -+ tracks.push( -+ new NumberKeyframeTrack( -+ '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', -+ times, values -+ ).scale( 1.0 / fps ) ); -+ - } -- return new this(name, -1, tracks); -+ -+ return new this( name, - 1, tracks ); -+ - } -- static findByName(objectOrClipArray, name) { -+ -+ static findByName( objectOrClipArray, name ) { -+ - let clipArray = objectOrClipArray; -- if (!Array.isArray(objectOrClipArray)) { -+ -+ if ( ! Array.isArray( objectOrClipArray ) ) { -+ - const o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; -+ - } -- for (let i = 0; i < clipArray.length; i++) { -- if (clipArray[i].name === name) { -- return clipArray[i]; -+ -+ for ( let i = 0; i < clipArray.length; i ++ ) { -+ -+ if ( clipArray[ i ].name === name ) { -+ -+ return clipArray[ i ]; -+ - } -+ - } -+ - return null; -+ - } -- static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) { -+ -+ static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { -+ - const animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences -@@ -25697,215 +40105,371 @@ class AnimationClip { - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 -- for (let i = 0, il = morphTargets.length; i < il; i++) { -- const morphTarget = morphTargets[i]; -- const parts = morphTarget.name.match(pattern); -- if (parts && parts.length > 1) { -- const name = parts[1]; -- let animationMorphTargets = animationToMorphTargets[name]; -- if (!animationMorphTargets) { -- animationToMorphTargets[name] = animationMorphTargets = []; -+ for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { -+ -+ const morphTarget = morphTargets[ i ]; -+ const parts = morphTarget.name.match( pattern ); -+ -+ if ( parts && parts.length > 1 ) { -+ -+ const name = parts[ 1 ]; -+ -+ let animationMorphTargets = animationToMorphTargets[ name ]; -+ -+ if ( ! animationMorphTargets ) { -+ -+ animationToMorphTargets[ name ] = animationMorphTargets = []; -+ - } -- animationMorphTargets.push(morphTarget); -+ -+ animationMorphTargets.push( morphTarget ); -+ - } -+ - } -+ - const clips = []; -- for (const name in animationToMorphTargets) { -- clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop)); -+ -+ for ( const name in animationToMorphTargets ) { -+ -+ clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); -+ - } -+ - return clips; -+ - } - - // parse the animation.hierarchy format -- static parseAnimation(animation, bones) { -- if (!animation) { -- console.error('THREE.AnimationClip: No animation in JSONLoader data.'); -+ static parseAnimation( animation, bones ) { -+ -+ if ( ! animation ) { -+ -+ console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; -+ - } -- const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) { -+ -+ const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { -+ - // only return track if there are actually keys. -- if (animationKeys.length !== 0) { -+ if ( animationKeys.length !== 0 ) { -+ - const times = []; - const values = []; -- flattenJSON(animationKeys, times, values, propertyName); -+ -+ flattenJSON( animationKeys, times, values, propertyName ); - - // empty keys are filtered out, so check again -- if (times.length !== 0) { -- destTracks.push(new trackType(trackName, times, values)); -+ if ( times.length !== 0 ) { -+ -+ destTracks.push( new trackType( trackName, times, values ) ); -+ - } -+ - } -+ - }; -+ - const tracks = []; -+ - const clipName = animation.name || 'default'; - const fps = animation.fps || 30; - const blendMode = animation.blendMode; - - // automatic length determination in AnimationClip. -- let duration = animation.length || -1; -+ let duration = animation.length || - 1; -+ - const hierarchyTracks = animation.hierarchy || []; -- for (let h = 0; h < hierarchyTracks.length; h++) { -- const animationKeys = hierarchyTracks[h].keys; -+ -+ for ( let h = 0; h < hierarchyTracks.length; h ++ ) { -+ -+ const animationKeys = hierarchyTracks[ h ].keys; - - // skip empty tracks -- if (!animationKeys || animationKeys.length === 0) continue; -+ if ( ! animationKeys || animationKeys.length === 0 ) continue; - - // process morph targets -- if (animationKeys[0].morphTargets) { -+ if ( animationKeys[ 0 ].morphTargets ) { -+ - // figure out all morph targets used in this track - const morphTargetNames = {}; -+ - let k; -- for (k = 0; k < animationKeys.length; k++) { -- if (animationKeys[k].morphTargets) { -- for (let m = 0; m < animationKeys[k].morphTargets.length; m++) { -- morphTargetNames[animationKeys[k].morphTargets[m]] = -1; -+ -+ for ( k = 0; k < animationKeys.length; k ++ ) { -+ -+ if ( animationKeys[ k ].morphTargets ) { -+ -+ for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { -+ -+ morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; -+ - } -+ - } -+ - } - - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. -- for (const morphTargetName in morphTargetNames) { -+ for ( const morphTargetName in morphTargetNames ) { -+ - const times = []; - const values = []; -- for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) { -- const animationKey = animationKeys[k]; -- times.push(animationKey.time); -- values.push(animationKey.morphTarget === morphTargetName ? 1 : 0); -+ -+ for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { -+ -+ const animationKey = animationKeys[ k ]; -+ -+ times.push( animationKey.time ); -+ values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); -+ - } -- tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values)); -+ -+ tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); -+ - } -+ - duration = morphTargetNames.length * fps; -+ - } else { -+ - // ...assume skeletal animation - -- const boneName = '.bones[' + bones[h].name + ']'; -- addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks); -- addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks); -- addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks); -+ const boneName = '.bones[' + bones[ h ].name + ']'; -+ -+ addNonemptyTrack( -+ VectorKeyframeTrack, boneName + '.position', -+ animationKeys, 'pos', tracks ); -+ -+ addNonemptyTrack( -+ QuaternionKeyframeTrack, boneName + '.quaternion', -+ animationKeys, 'rot', tracks ); -+ -+ addNonemptyTrack( -+ VectorKeyframeTrack, boneName + '.scale', -+ animationKeys, 'scl', tracks ); -+ - } -+ - } -- if (tracks.length === 0) { -+ -+ if ( tracks.length === 0 ) { -+ - return null; -+ - } -- const clip = new this(clipName, duration, tracks, blendMode); -+ -+ const clip = new this( clipName, duration, tracks, blendMode ); -+ - return clip; -+ - } -+ - resetDuration() { -+ - const tracks = this.tracks; - let duration = 0; -- for (let i = 0, n = tracks.length; i !== n; ++i) { -- const track = this.tracks[i]; -- duration = Math.max(duration, track.times[track.times.length - 1]); -+ -+ for ( let i = 0, n = tracks.length; i !== n; ++ i ) { -+ -+ const track = this.tracks[ i ]; -+ -+ duration = Math.max( duration, track.times[ track.times.length - 1 ] ); -+ - } -+ - this.duration = duration; -+ - return this; -+ - } -+ - trim() { -- for (let i = 0; i < this.tracks.length; i++) { -- this.tracks[i].trim(0, this.duration); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ this.tracks[ i ].trim( 0, this.duration ); -+ - } -+ - return this; -+ - } -+ - validate() { -+ - let valid = true; -- for (let i = 0; i < this.tracks.length; i++) { -- valid = valid && this.tracks[i].validate(); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ valid = valid && this.tracks[ i ].validate(); -+ - } -+ - return valid; -+ - } -+ - optimize() { -- for (let i = 0; i < this.tracks.length; i++) { -- this.tracks[i].optimize(); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ this.tracks[ i ].optimize(); -+ - } -+ - return this; -+ - } -+ - clone() { -+ - const tracks = []; -- for (let i = 0; i < this.tracks.length; i++) { -- tracks.push(this.tracks[i].clone()); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ tracks.push( this.tracks[ i ].clone() ); -+ - } -- return new this.constructor(this.name, this.duration, tracks, this.blendMode); -+ -+ return new this.constructor( this.name, this.duration, tracks, this.blendMode ); -+ - } -+ - toJSON() { -- return this.constructor.toJSON(this); -+ -+ return this.constructor.toJSON( this ); -+ - } -+ - } --function getTrackTypeForValueTypeName(typeName) { -- switch (typeName.toLowerCase()) { -+ -+function getTrackTypeForValueTypeName( typeName ) { -+ -+ switch ( typeName.toLowerCase() ) { -+ - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': -+ - return NumberKeyframeTrack; -+ - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': -+ - return VectorKeyframeTrack; -+ - case 'color': -+ - return ColorKeyframeTrack; -+ - case 'quaternion': -+ - return QuaternionKeyframeTrack; -+ - case 'bool': - case 'boolean': -+ - return BooleanKeyframeTrack; -+ - case 'string': -+ - return StringKeyframeTrack; -+ - } -- throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName); -+ -+ throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); -+ - } --function parseKeyframeTrack(json) { -- if (json.type === undefined) { -- throw new Error('THREE.KeyframeTrack: track type undefined, can not parse'); -+ -+function parseKeyframeTrack( json ) { -+ -+ if ( json.type === undefined ) { -+ -+ throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); -+ - } -- const trackType = getTrackTypeForValueTypeName(json.type); -- if (json.times === undefined) { -- const times = [], -- values = []; -- flattenJSON(json.keys, times, values, 'value'); -+ -+ const trackType = getTrackTypeForValueTypeName( json.type ); -+ -+ if ( json.times === undefined ) { -+ -+ const times = [], values = []; -+ -+ flattenJSON( json.keys, times, values, 'value' ); -+ - json.times = times; - json.values = values; -+ - } - - // derived classes can define a static parse method -- if (trackType.parse !== undefined) { -- return trackType.parse(json); -+ if ( trackType.parse !== undefined ) { -+ -+ return trackType.parse( json ); -+ - } else { -+ - // by default, we assume a constructor compatible with the base -- return new trackType(json.name, json.times, json.values, json.interpolation); -+ return new trackType( json.name, json.times, json.values, json.interpolation ); -+ - } -+ - } - - const Cache = { -+ - enabled: false, -+ - files: {}, -- add: function (key, file) { -- if (this.enabled === false) return; -+ -+ add: function ( key, file ) { -+ -+ if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Adding key:', key ); - -- this.files[key] = file; -+ this.files[ key ] = file; -+ - }, -- get: function (key) { -- if (this.enabled === false) return; -+ -+ get: function ( key ) { -+ -+ if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Checking key:', key ); - -- return this.files[key]; -+ return this.files[ key ]; -+ - }, -- remove: function (key) { -- delete this.files[key]; -+ -+ remove: function ( key ) { -+ -+ delete this.files[ key ]; -+ - }, -+ - clear: function () { -+ - this.files = {}; -+ - } -+ - }; - - class LoadingManager { -- constructor(onLoad, onProgress, onError) { -+ -+ constructor( onLoad, onProgress, onError ) { -+ - const scope = this; -+ - let isLoading = false; - let itemsLoaded = 0; - let itemsTotal = 0; -@@ -25919,317 +40483,532 @@ class LoadingManager { - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; -- this.itemStart = function (url) { -- itemsTotal++; -- if (isLoading === false) { -- if (scope.onStart !== undefined) { -- scope.onStart(url, itemsLoaded, itemsTotal); -+ -+ this.itemStart = function ( url ) { -+ -+ itemsTotal ++; -+ -+ if ( isLoading === false ) { -+ -+ if ( scope.onStart !== undefined ) { -+ -+ scope.onStart( url, itemsLoaded, itemsTotal ); -+ - } -+ - } -+ - isLoading = true; -+ - }; -- this.itemEnd = function (url) { -- itemsLoaded++; -- if (scope.onProgress !== undefined) { -- scope.onProgress(url, itemsLoaded, itemsTotal); -+ -+ this.itemEnd = function ( url ) { -+ -+ itemsLoaded ++; -+ -+ if ( scope.onProgress !== undefined ) { -+ -+ scope.onProgress( url, itemsLoaded, itemsTotal ); -+ - } -- if (itemsLoaded === itemsTotal) { -+ -+ if ( itemsLoaded === itemsTotal ) { -+ - isLoading = false; -- if (scope.onLoad !== undefined) { -+ -+ if ( scope.onLoad !== undefined ) { -+ - scope.onLoad(); -+ - } -+ - } -+ - }; -- this.itemError = function (url) { -- if (scope.onError !== undefined) { -- scope.onError(url); -+ -+ this.itemError = function ( url ) { -+ -+ if ( scope.onError !== undefined ) { -+ -+ scope.onError( url ); -+ - } -+ - }; -- this.resolveURL = function (url) { -- if (urlModifier) { -- return urlModifier(url); -+ -+ this.resolveURL = function ( url ) { -+ -+ if ( urlModifier ) { -+ -+ return urlModifier( url ); -+ - } -+ - return url; -+ - }; -- this.setURLModifier = function (transform) { -+ -+ this.setURLModifier = function ( transform ) { -+ - urlModifier = transform; -+ - return this; -+ - }; -- this.addHandler = function (regex, loader) { -- handlers.push(regex, loader); -+ -+ this.addHandler = function ( regex, loader ) { -+ -+ handlers.push( regex, loader ); -+ - return this; -+ - }; -- this.removeHandler = function (regex) { -- const index = handlers.indexOf(regex); -- if (index !== -1) { -- handlers.splice(index, 2); -+ -+ this.removeHandler = function ( regex ) { -+ -+ const index = handlers.indexOf( regex ); -+ -+ if ( index !== - 1 ) { -+ -+ handlers.splice( index, 2 ); -+ - } -+ - return this; -+ - }; -- this.getHandler = function (file) { -- for (let i = 0, l = handlers.length; i < l; i += 2) { -- const regex = handlers[i]; -- const loader = handlers[i + 1]; -- if (regex.global) regex.lastIndex = 0; // see #17920 - -- if (regex.test(file)) { -+ this.getHandler = function ( file ) { -+ -+ for ( let i = 0, l = handlers.length; i < l; i += 2 ) { -+ -+ const regex = handlers[ i ]; -+ const loader = handlers[ i + 1 ]; -+ -+ if ( regex.global ) regex.lastIndex = 0; // see #17920 -+ -+ if ( regex.test( file ) ) { -+ - return loader; -+ - } -+ - } -+ - return null; -+ - }; -+ - } -+ - } --const DefaultLoadingManager = /*@__PURE__*/new LoadingManager(); -+ -+const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); - - class Loader { -- constructor(manager) { -- this.manager = manager !== undefined ? manager : DefaultLoadingManager; -+ -+ constructor( manager ) { -+ -+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -+ - this.crossOrigin = 'anonymous'; - this.withCredentials = false; - this.path = ''; - this.resourcePath = ''; - this.requestHeader = {}; -+ - } -- load( /* url, onLoad, onProgress, onError */) {} -- loadAsync(url, onProgress) { -+ -+ load( /* url, onLoad, onProgress, onError */ ) {} -+ -+ loadAsync( url, onProgress ) { -+ - const scope = this; -- return new Promise(function (resolve, reject) { -- scope.load(url, resolve, onProgress, reject); -- }); -+ -+ return new Promise( function ( resolve, reject ) { -+ -+ scope.load( url, resolve, onProgress, reject ); -+ -+ } ); -+ - } -- parse( /* data */) {} -- setCrossOrigin(crossOrigin) { -+ -+ parse( /* data */ ) {} -+ -+ setCrossOrigin( crossOrigin ) { -+ - this.crossOrigin = crossOrigin; - return this; -+ - } -- setWithCredentials(value) { -+ -+ setWithCredentials( value ) { -+ - this.withCredentials = value; - return this; -+ - } -- setPath(path) { -+ -+ setPath( path ) { -+ - this.path = path; - return this; -+ - } -- setResourcePath(resourcePath) { -+ -+ setResourcePath( resourcePath ) { -+ - this.resourcePath = resourcePath; - return this; -+ - } -- setRequestHeader(requestHeader) { -+ -+ setRequestHeader( requestHeader ) { -+ - this.requestHeader = requestHeader; - return this; -+ - } -+ - } - - const loading = {}; -+ - class HttpError extends Error { -- constructor(message, response) { -- super(message); -+ -+ constructor( message, response ) { -+ -+ super( message ); - this.response = response; -+ - } -+ - } -+ - class FileLoader extends Loader { -- constructor(manager) { -- super(manager); -- } -- load(url, onLoad, onProgress, onError) { -- if (url === undefined) url = ''; -- if (this.path !== undefined) url = this.path + url; -- url = this.manager.resolveURL(url); -- const cached = Cache.get(url); -- if (cached !== undefined) { -- this.manager.itemStart(url); -- setTimeout(() => { -- if (onLoad) onLoad(cached); -- this.manager.itemEnd(url); -- }, 0); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ -+ } -+ -+ load( url, onLoad, onProgress, onError ) { -+ -+ if ( url === undefined ) url = ''; -+ -+ if ( this.path !== undefined ) url = this.path + url; -+ -+ url = this.manager.resolveURL( url ); -+ -+ const cached = Cache.get( url ); -+ -+ if ( cached !== undefined ) { -+ -+ this.manager.itemStart( url ); -+ -+ setTimeout( () => { -+ -+ if ( onLoad ) onLoad( cached ); -+ -+ this.manager.itemEnd( url ); -+ -+ }, 0 ); -+ - return cached; -+ - } - - // Check if request is duplicate - -- if (loading[url] !== undefined) { -- loading[url].push({ -+ if ( loading[ url ] !== undefined ) { -+ -+ loading[ url ].push( { -+ - onLoad: onLoad, - onProgress: onProgress, - onError: onError -- }); -+ -+ } ); -+ - return; -+ - } - - // Initialise array for duplicate requests -- loading[url] = []; -- loading[url].push({ -+ loading[ url ] = []; -+ -+ loading[ url ].push( { - onLoad: onLoad, - onProgress: onProgress, -- onError: onError -- }); -+ onError: onError, -+ } ); - - // create request -- const req = new Request(url, { -- headers: new Headers(this.requestHeader), -- credentials: this.withCredentials ? 'include' : 'same-origin' -+ const req = new Request( url, { -+ headers: new Headers( this.requestHeader ), -+ credentials: this.withCredentials ? 'include' : 'same-origin', - // An abort controller could be added within a future PR -- }); -+ } ); - - // record states ( avoid data race ) - const mimeType = this.mimeType; - const responseType = this.responseType; - - // start the fetch -- fetch(req).then(response => { -- if (response.status === 200 || response.status === 0) { -- // Some browsers return HTTP Status 0 when using non-http protocol -- // e.g. 'file://' or 'data://'. Handle as success. -- -- if (response.status === 0) { -- console.warn('THREE.FileLoader: HTTP Status 0 received.'); -- } -- -- // Workaround: Checking if response.body === undefined for Alipay browser #23548 -- -- if (typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined) { -- return response; -- } -- const callbacks = loading[url]; -- const reader = response.body.getReader(); -- -- // Nginx needs X-File-Size check -- // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content -- const contentLength = response.headers.get('Content-Length') || response.headers.get('X-File-Size'); -- const total = contentLength ? parseInt(contentLength) : 0; -- const lengthComputable = total !== 0; -- let loaded = 0; -- -- // periodically read data into the new stream tracking while download progress -- const stream = new ReadableStream({ -- start(controller) { -- readData(); -- function readData() { -- reader.read().then(({ -- done, -- value -- }) => { -- if (done) { -- controller.close(); -- } else { -- loaded += value.byteLength; -- const event = new ProgressEvent('progress', { -- lengthComputable, -- loaded, -- total -- }); -- for (let i = 0, il = callbacks.length; i < il; i++) { -- const callback = callbacks[i]; -- if (callback.onProgress) callback.onProgress(event); -- } -- controller.enqueue(value); -- readData(); -- } -- }); -- } -+ fetch( req ) -+ .then( response => { -+ -+ if ( response.status === 200 || response.status === 0 ) { -+ -+ // Some browsers return HTTP Status 0 when using non-http protocol -+ // e.g. 'file://' or 'data://'. Handle as success. -+ -+ if ( response.status === 0 ) { -+ -+ console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); -+ - } -- }); -- return new Response(stream); -- } else { -- throw new HttpError(`fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response); -- } -- }).then(response => { -- switch (responseType) { -- case 'arraybuffer': -- return response.arrayBuffer(); -- case 'blob': -- return response.blob(); -- case 'document': -- return response.text().then(text => { -- const parser = new DOMParser(); -- return parser.parseFromString(text, mimeType); -- }); -- case 'json': -- return response.json(); -- default: -- if (mimeType === undefined) { -- return response.text(); -- } else { -- // sniff encoding -- const re = /charset="?([^;"\s]*)"?/i; -- const exec = re.exec(mimeType); -- const label = exec && exec[1] ? exec[1].toLowerCase() : undefined; -- const decoder = new TextDecoder(label); -- return response.arrayBuffer().then(ab => decoder.decode(ab)); -+ -+ // Workaround: Checking if response.body === undefined for Alipay browser #23548 -+ -+ if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { -+ -+ return response; -+ - } -- } -- }).then(data => { -- // Add to cache only on HTTP success, so that we do not cache -- // error response bodies as proper responses to requests. -- Cache.add(url, data); -- const callbacks = loading[url]; -- delete loading[url]; -- for (let i = 0, il = callbacks.length; i < il; i++) { -- const callback = callbacks[i]; -- if (callback.onLoad) callback.onLoad(data); -- } -- }).catch(err => { -- // Abort errors and other errors are handled the same -- -- const callbacks = loading[url]; -- if (callbacks === undefined) { -- // When onLoad was called and url was deleted in `loading` -- this.manager.itemError(url); -- throw err; -- } -- delete loading[url]; -- for (let i = 0, il = callbacks.length; i < il; i++) { -- const callback = callbacks[i]; -- if (callback.onError) callback.onError(err); -- } -- this.manager.itemError(url); -- }).finally(() => { -- this.manager.itemEnd(url); -- }); -- this.manager.itemStart(url); -- } -- setResponseType(value) { -+ -+ const callbacks = loading[ url ]; -+ const reader = response.body.getReader(); -+ -+ // Nginx needs X-File-Size check -+ // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content -+ const contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' ); -+ const total = contentLength ? parseInt( contentLength ) : 0; -+ const lengthComputable = total !== 0; -+ let loaded = 0; -+ -+ // periodically read data into the new stream tracking while download progress -+ const stream = new ReadableStream( { -+ start( controller ) { -+ -+ readData(); -+ -+ function readData() { -+ -+ reader.read().then( ( { done, value } ) => { -+ -+ if ( done ) { -+ -+ controller.close(); -+ -+ } else { -+ -+ loaded += value.byteLength; -+ -+ const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); -+ for ( let i = 0, il = callbacks.length; i < il; i ++ ) { -+ -+ const callback = callbacks[ i ]; -+ if ( callback.onProgress ) callback.onProgress( event ); -+ -+ } -+ -+ controller.enqueue( value ); -+ readData(); -+ -+ } -+ -+ } ); -+ -+ } -+ -+ } -+ -+ } ); -+ -+ return new Response( stream ); -+ -+ } else { -+ -+ throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); -+ -+ } -+ -+ } ) -+ .then( response => { -+ -+ switch ( responseType ) { -+ -+ case 'arraybuffer': -+ -+ return response.arrayBuffer(); -+ -+ case 'blob': -+ -+ return response.blob(); -+ -+ case 'document': -+ -+ return response.text() -+ .then( text => { -+ -+ const parser = new DOMParser(); -+ return parser.parseFromString( text, mimeType ); -+ -+ } ); -+ -+ case 'json': -+ -+ return response.json(); -+ -+ default: -+ -+ if ( mimeType === undefined ) { -+ -+ return response.text(); -+ -+ } else { -+ -+ // sniff encoding -+ const re = /charset="?([^;"\s]*)"?/i; -+ const exec = re.exec( mimeType ); -+ const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; -+ const decoder = new TextDecoder( label ); -+ return response.arrayBuffer().then( ab => decoder.decode( ab ) ); -+ -+ } -+ -+ } -+ -+ } ) -+ .then( data => { -+ -+ // Add to cache only on HTTP success, so that we do not cache -+ // error response bodies as proper responses to requests. -+ Cache.add( url, data ); -+ -+ const callbacks = loading[ url ]; -+ delete loading[ url ]; -+ -+ for ( let i = 0, il = callbacks.length; i < il; i ++ ) { -+ -+ const callback = callbacks[ i ]; -+ if ( callback.onLoad ) callback.onLoad( data ); -+ -+ } -+ -+ } ) -+ .catch( err => { -+ -+ // Abort errors and other errors are handled the same -+ -+ const callbacks = loading[ url ]; -+ -+ if ( callbacks === undefined ) { -+ -+ // When onLoad was called and url was deleted in `loading` -+ this.manager.itemError( url ); -+ throw err; -+ -+ } -+ -+ delete loading[ url ]; -+ -+ for ( let i = 0, il = callbacks.length; i < il; i ++ ) { -+ -+ const callback = callbacks[ i ]; -+ if ( callback.onError ) callback.onError( err ); -+ -+ } -+ -+ this.manager.itemError( url ); -+ -+ } ) -+ .finally( () => { -+ -+ this.manager.itemEnd( url ); -+ -+ } ); -+ -+ this.manager.itemStart( url ); -+ -+ } -+ -+ setResponseType( value ) { -+ - this.responseType = value; - return this; -+ - } -- setMimeType(value) { -+ -+ setMimeType( value ) { -+ - this.mimeType = value; - return this; -+ - } -+ - } - - class AnimationLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ loader.load( url, function ( text ) { -+ - try { -- onLoad(scope.parse(JSON.parse(text))); -- } catch (e) { -- if (onError) { -- onError(e); -+ -+ onLoad( scope.parse( JSON.parse( text ) ) ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- parse(json) { -+ -+ parse( json ) { -+ - const animations = []; -- for (let i = 0; i < json.length; i++) { -- const clip = AnimationClip.parse(json[i]); -- animations.push(clip); -+ -+ for ( let i = 0; i < json.length; i ++ ) { -+ -+ const clip = AnimationClip.parse( json[ i ] ); -+ -+ animations.push( clip ); -+ - } -+ - return animations; -+ - } -+ - } - - /** -@@ -26239,148 +41018,259 @@ class AnimationLoader extends Loader { - */ - - class CompressedTextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -+ - const images = []; -+ - const texture = new CompressedTexture(); -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setResponseType('arraybuffer'); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(scope.withCredentials); -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setResponseType( 'arraybuffer' ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( scope.withCredentials ); -+ - let loaded = 0; -- function loadTexture(i) { -- loader.load(url[i], function (buffer) { -- const texDatas = scope.parse(buffer, true); -- images[i] = { -+ -+ function loadTexture( i ) { -+ -+ loader.load( url[ i ], function ( buffer ) { -+ -+ const texDatas = scope.parse( buffer, true ); -+ -+ images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; -+ - loaded += 1; -- if (loaded === 6) { -- if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter; -+ -+ if ( loaded === 6 ) { -+ -+ if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; -+ - texture.image = images; - texture.format = texDatas.format; - texture.needsUpdate = true; -- if (onLoad) onLoad(texture); -+ -+ if ( onLoad ) onLoad( texture ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- if (Array.isArray(url)) { -- for (let i = 0, il = url.length; i < il; ++i) { -- loadTexture(i); -+ -+ if ( Array.isArray( url ) ) { -+ -+ for ( let i = 0, il = url.length; i < il; ++ i ) { -+ -+ loadTexture( i ); -+ - } -+ - } else { -+ - // compressed cubemap texture stored in a single DDS file - -- loader.load(url, function (buffer) { -- const texDatas = scope.parse(buffer, true); -- if (texDatas.isCubemap) { -+ loader.load( url, function ( buffer ) { -+ -+ const texDatas = scope.parse( buffer, true ); -+ -+ if ( texDatas.isCubemap ) { -+ - const faces = texDatas.mipmaps.length / texDatas.mipmapCount; -- for (let f = 0; f < faces; f++) { -- images[f] = { -- mipmaps: [] -- }; -- for (let i = 0; i < texDatas.mipmapCount; i++) { -- images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]); -- images[f].format = texDatas.format; -- images[f].width = texDatas.width; -- images[f].height = texDatas.height; -+ -+ for ( let f = 0; f < faces; f ++ ) { -+ -+ images[ f ] = { mipmaps: [] }; -+ -+ for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { -+ -+ images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); -+ images[ f ].format = texDatas.format; -+ images[ f ].width = texDatas.width; -+ images[ f ].height = texDatas.height; -+ - } -+ - } -+ - texture.image = images; -+ - } else { -+ - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; -+ - } -- if (texDatas.mipmapCount === 1) { -+ -+ if ( texDatas.mipmapCount === 1 ) { -+ - texture.minFilter = LinearFilter; -+ - } -+ - texture.format = texDatas.format; - texture.needsUpdate = true; -- if (onLoad) onLoad(texture); -- }, onProgress, onError); -+ -+ if ( onLoad ) onLoad( texture ); -+ -+ }, onProgress, onError ); -+ - } -+ - return texture; -+ - } -+ - } - - class ImageLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -- if (this.path !== undefined) url = this.path + url; -- url = this.manager.resolveURL(url); -+ -+ load( url, onLoad, onProgress, onError ) { -+ -+ if ( this.path !== undefined ) url = this.path + url; -+ -+ url = this.manager.resolveURL( url ); -+ - const scope = this; -- const cached = Cache.get(url); -- if (cached !== undefined) { -- scope.manager.itemStart(url); -- setTimeout(function () { -- if (onLoad) onLoad(cached); -- scope.manager.itemEnd(url); -- }, 0); -+ -+ const cached = Cache.get( url ); -+ -+ if ( cached !== undefined ) { -+ -+ scope.manager.itemStart( url ); -+ -+ setTimeout( function () { -+ -+ if ( onLoad ) onLoad( cached ); -+ -+ scope.manager.itemEnd( url ); -+ -+ }, 0 ); -+ - return cached; -+ - } -- const image = createElementNS('img'); -+ -+ const image = createElementNS( 'img' ); -+ - function onImageLoad() { -+ - removeEventListeners(); -- Cache.add(url, this); -- if (onLoad) onLoad(this); -- scope.manager.itemEnd(url); -+ -+ Cache.add( url, this ); -+ -+ if ( onLoad ) onLoad( this ); -+ -+ scope.manager.itemEnd( url ); -+ - } -- function onImageError(event) { -+ -+ function onImageError( event ) { -+ - removeEventListeners(); -- if (onError) onError(event); -- scope.manager.itemError(url); -- scope.manager.itemEnd(url); -+ -+ if ( onError ) onError( event ); -+ -+ scope.manager.itemError( url ); -+ scope.manager.itemEnd( url ); -+ - } -+ - function removeEventListeners() { -- image.removeEventListener('load', onImageLoad, false); -- image.removeEventListener('error', onImageError, false); -+ -+ image.removeEventListener( 'load', onImageLoad, false ); -+ image.removeEventListener( 'error', onImageError, false ); -+ - } -- image.addEventListener('load', onImageLoad, false); -- image.addEventListener('error', onImageError, false); -- if (url.slice(0, 5) !== 'data:') { -- if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin; -+ -+ image.addEventListener( 'load', onImageLoad, false ); -+ image.addEventListener( 'error', onImageError, false ); -+ -+ if ( url.slice( 0, 5 ) !== 'data:' ) { -+ -+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; -+ - } -- scope.manager.itemStart(url); -+ -+ scope.manager.itemStart( url ); -+ - image.src = url; -+ - return image; -+ - } -+ - } - - class CubeTextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(urls, onLoad, onProgress, onError) { -+ -+ load( urls, onLoad, onProgress, onError ) { -+ - const texture = new CubeTexture(); -- const loader = new ImageLoader(this.manager); -- loader.setCrossOrigin(this.crossOrigin); -- loader.setPath(this.path); -+ -+ const loader = new ImageLoader( this.manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ loader.setPath( this.path ); -+ - let loaded = 0; -- function loadTexture(i) { -- loader.load(urls[i], function (image) { -- texture.images[i] = image; -- loaded++; -- if (loaded === 6) { -+ -+ function loadTexture( i ) { -+ -+ loader.load( urls[ i ], function ( image ) { -+ -+ texture.images[ i ] = image; -+ -+ loaded ++; -+ -+ if ( loaded === 6 ) { -+ - texture.needsUpdate = true; -- if (onLoad) onLoad(texture); -+ -+ if ( onLoad ) onLoad( texture ); -+ - } -- }, undefined, onError); -+ -+ }, undefined, onError ); -+ - } -- for (let i = 0; i < urls.length; ++i) { -- loadTexture(i); -+ -+ for ( let i = 0; i < urls.length; ++ i ) { -+ -+ loadTexture( i ); -+ - } -+ - return texture; -+ - } -+ - } - - /** -@@ -26390,817 +41280,1314 @@ class CubeTextureLoader extends Loader { - */ - - class DataTextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -+ - const texture = new DataTexture(); -- const loader = new FileLoader(this.manager); -- loader.setResponseType('arraybuffer'); -- loader.setRequestHeader(this.requestHeader); -- loader.setPath(this.path); -- loader.setWithCredentials(scope.withCredentials); -- loader.load(url, function (buffer) { -- const texData = scope.parse(buffer); -- if (!texData) return; -- if (texData.image !== undefined) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setResponseType( 'arraybuffer' ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setPath( this.path ); -+ loader.setWithCredentials( scope.withCredentials ); -+ loader.load( url, function ( buffer ) { -+ -+ const texData = scope.parse( buffer ); -+ -+ if ( ! texData ) return; -+ -+ if ( texData.image !== undefined ) { -+ - texture.image = texData.image; -- } else if (texData.data !== undefined) { -+ -+ } else if ( texData.data !== undefined ) { -+ - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; -+ - } -+ - texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; -+ - texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; - texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; -+ - texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; -- if (texData.encoding !== undefined) { -+ -+ if ( texData.encoding !== undefined ) { -+ - texture.encoding = texData.encoding; -+ - } -- if (texData.flipY !== undefined) { -+ -+ if ( texData.flipY !== undefined ) { -+ - texture.flipY = texData.flipY; -+ - } -- if (texData.format !== undefined) { -+ -+ if ( texData.format !== undefined ) { -+ - texture.format = texData.format; -+ - } -- if (texData.type !== undefined) { -+ -+ if ( texData.type !== undefined ) { -+ - texture.type = texData.type; -+ - } -- if (texData.mipmaps !== undefined) { -+ -+ if ( texData.mipmaps !== undefined ) { -+ - texture.mipmaps = texData.mipmaps; - texture.minFilter = LinearMipmapLinearFilter; // presumably... -+ - } - -- if (texData.mipmapCount === 1) { -+ if ( texData.mipmapCount === 1 ) { -+ - texture.minFilter = LinearFilter; -+ - } -- if (texData.generateMipmaps !== undefined) { -+ -+ if ( texData.generateMipmaps !== undefined ) { -+ - texture.generateMipmaps = texData.generateMipmaps; -+ - } -+ - texture.needsUpdate = true; -- if (onLoad) onLoad(texture, texData); -- }, onProgress, onError); -+ -+ if ( onLoad ) onLoad( texture, texData ); -+ -+ }, onProgress, onError ); -+ -+ - return texture; -+ - } -+ - } - - class TextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const texture = new Texture(); -- const loader = new ImageLoader(this.manager); -- loader.setCrossOrigin(this.crossOrigin); -- loader.setPath(this.path); -- loader.load(url, function (image) { -+ -+ const loader = new ImageLoader( this.manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ loader.setPath( this.path ); -+ -+ loader.load( url, function ( image ) { -+ - texture.image = image; - texture.needsUpdate = true; -- if (onLoad !== undefined) { -- onLoad(texture); -+ -+ if ( onLoad !== undefined ) { -+ -+ onLoad( texture ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - return texture; -+ - } -+ - } - - class Light extends Object3D { -- constructor(color, intensity = 1) { -+ -+ constructor( color, intensity = 1 ) { -+ - super(); -+ - this.isLight = true; -+ - this.type = 'Light'; -- this.color = new Color(color); -+ -+ this.color = new Color( color ); - this.intensity = intensity; -+ - } -+ - dispose() { - - // Empty here in base class; some subclasses override. -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.color.copy(source.color); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.color.copy( source.color ); - this.intensity = source.intensity; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; -- if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex(); -- if (this.distance !== undefined) data.object.distance = this.distance; -- if (this.angle !== undefined) data.object.angle = this.angle; -- if (this.decay !== undefined) data.object.decay = this.decay; -- if (this.penumbra !== undefined) data.object.penumbra = this.penumbra; -- if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON(); -+ -+ if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); -+ -+ if ( this.distance !== undefined ) data.object.distance = this.distance; -+ if ( this.angle !== undefined ) data.object.angle = this.angle; -+ if ( this.decay !== undefined ) data.object.decay = this.decay; -+ if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; -+ -+ if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); -+ - return data; -+ - } -+ - } - - class HemisphereLight extends Light { -- constructor(skyColor, groundColor, intensity) { -- super(skyColor, intensity); -+ -+ constructor( skyColor, groundColor, intensity ) { -+ -+ super( skyColor, intensity ); -+ - this.isHemisphereLight = true; -+ - this.type = 'HemisphereLight'; -- this.position.copy(Object3D.DefaultUp); -+ -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); -- this.groundColor = new Color(groundColor); -+ -+ this.groundColor = new Color( groundColor ); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.groundColor.copy(source.groundColor); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.groundColor.copy( source.groundColor ); -+ - return this; -+ - } -+ - } - --const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4(); --const _lightPositionWorld$1 = /*@__PURE__*/new Vector3(); --const _lookTarget$1 = /*@__PURE__*/new Vector3(); -+const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); -+const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3(); -+const _lookTarget$1 = /*@__PURE__*/ new Vector3(); -+ - class LightShadow { -- constructor(camera) { -+ -+ constructor( camera ) { -+ - this.camera = camera; -+ - this.bias = 0; - this.normalBias = 0; - this.radius = 1; - this.blurSamples = 8; -- this.mapSize = new Vector2(512, 512); -+ -+ this.mapSize = new Vector2( 512, 512 ); -+ - this.map = null; - this.mapPass = null; - this.matrix = new Matrix4(); -+ - this.autoUpdate = true; - this.needsUpdate = false; -+ - this._frustum = new Frustum(); -- this._frameExtents = new Vector2(1, 1); -+ this._frameExtents = new Vector2( 1, 1 ); -+ - this._viewportCount = 1; -- this._viewports = [new Vector4(0, 0, 1, 1)]; -+ -+ this._viewports = [ -+ -+ new Vector4( 0, 0, 1, 1 ) -+ -+ ]; -+ - } -+ - getViewportCount() { -+ - return this._viewportCount; -+ - } -+ - getFrustum() { -+ - return this._frustum; -+ - } -- updateMatrices(light) { -+ -+ updateMatrices( light ) { -+ - const shadowCamera = this.camera; - const shadowMatrix = this.matrix; -- _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld); -- shadowCamera.position.copy(_lightPositionWorld$1); -- _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld); -- shadowCamera.lookAt(_lookTarget$1); -+ -+ _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); -+ shadowCamera.position.copy( _lightPositionWorld$1 ); -+ -+ _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); -+ shadowCamera.lookAt( _lookTarget$1 ); - shadowCamera.updateMatrixWorld(); -- _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse); -- this._frustum.setFromProjectionMatrix(_projScreenMatrix$1); -- shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); -- shadowMatrix.multiply(_projScreenMatrix$1); -+ -+ _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); -+ this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); -+ -+ shadowMatrix.set( -+ 0.5, 0.0, 0.0, 0.5, -+ 0.0, 0.5, 0.0, 0.5, -+ 0.0, 0.0, 0.5, 0.5, -+ 0.0, 0.0, 0.0, 1.0 -+ ); -+ -+ shadowMatrix.multiply( _projScreenMatrix$1 ); -+ - } -- getViewport(viewportIndex) { -- return this._viewports[viewportIndex]; -+ -+ getViewport( viewportIndex ) { -+ -+ return this._viewports[ viewportIndex ]; -+ - } -+ - getFrameExtents() { -+ - return this._frameExtents; -+ - } -+ - dispose() { -- if (this.map) { -+ -+ if ( this.map ) { -+ - this.map.dispose(); -+ - } -- if (this.mapPass) { -+ -+ if ( this.mapPass ) { -+ - this.mapPass.dispose(); -+ - } -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.camera = source.camera.clone(); -+ - this.bias = source.bias; - this.radius = source.radius; -- this.mapSize.copy(source.mapSize); -+ -+ this.mapSize.copy( source.mapSize ); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - toJSON() { -+ - const object = {}; -- if (this.bias !== 0) object.bias = this.bias; -- if (this.normalBias !== 0) object.normalBias = this.normalBias; -- if (this.radius !== 1) object.radius = this.radius; -- if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray(); -- object.camera = this.camera.toJSON(false).object; -+ -+ if ( this.bias !== 0 ) object.bias = this.bias; -+ if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; -+ if ( this.radius !== 1 ) object.radius = this.radius; -+ if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); -+ -+ object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; -+ - return object; -+ - } -+ - } - - class SpotLightShadow extends LightShadow { -+ - constructor() { -- super(new PerspectiveCamera(50, 1, 0.5, 500)); -+ -+ super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); -+ - this.isSpotLightShadow = true; -+ - this.focus = 1; -+ - } -- updateMatrices(light) { -+ -+ updateMatrices( light ) { -+ - const camera = this.camera; -+ - const fov = RAD2DEG * 2 * light.angle * this.focus; - const aspect = this.mapSize.width / this.mapSize.height; - const far = light.distance || camera.far; -- if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) { -+ -+ if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { -+ - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); -+ - } -- super.updateMatrices(light); -+ -+ super.updateMatrices( light ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.focus = source.focus; -+ - return this; -+ - } -+ - } - - class SpotLight extends Light { -- constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2) { -- super(color, intensity); -+ -+ constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { -+ -+ super( color, intensity ); -+ - this.isSpotLight = true; -+ - this.type = 'SpotLight'; -- this.position.copy(Object3D.DefaultUp); -+ -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); -+ - this.target = new Object3D(); -+ - this.distance = distance; - this.angle = angle; - this.penumbra = penumbra; - this.decay = decay; -+ - this.map = null; -+ - this.shadow = new SpotLightShadow(); -+ - } -+ - get power() { -+ - // compute the light's luminous power (in lumens) from its intensity (in candela) - // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) - return this.intensity * Math.PI; -+ - } -- set power(power) { -+ -+ set power( power ) { -+ - // set the light's intensity (in candela) from the desired luminous power (in lumens) - this.intensity = power / Math.PI; -+ - } -+ - dispose() { -+ - this.shadow.dispose(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; -+ - this.target = source.target.clone(); -+ - this.shadow = source.shadow.clone(); -+ - return this; -+ - } -+ - } - --const _projScreenMatrix = /*@__PURE__*/new Matrix4(); --const _lightPositionWorld = /*@__PURE__*/new Vector3(); --const _lookTarget = /*@__PURE__*/new Vector3(); -+const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); -+const _lightPositionWorld = /*@__PURE__*/ new Vector3(); -+const _lookTarget = /*@__PURE__*/ new Vector3(); -+ - class PointLightShadow extends LightShadow { -+ - constructor() { -- super(new PerspectiveCamera(90, 1, 0.5, 500)); -+ -+ super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); -+ - this.isPointLightShadow = true; -- this._frameExtents = new Vector2(4, 2); -+ -+ this._frameExtents = new Vector2( 4, 2 ); -+ - this._viewportCount = 6; -+ - this._viewports = [ -- // These viewports map a cube-map onto a 2D texture with the -- // following orientation: -- // -- // xzXZ -- // y Y -- // -- // X - Positive x direction -- // x - Negative x direction -- // Y - Positive y direction -- // y - Negative y direction -- // Z - Positive z direction -- // z - Negative z direction -- -- // positive X -- new Vector4(2, 1, 1, 1), -- // negative X -- new Vector4(0, 1, 1, 1), -- // positive Z -- new Vector4(3, 1, 1, 1), -- // negative Z -- new Vector4(1, 1, 1, 1), -- // positive Y -- new Vector4(3, 0, 1, 1), -- // negative Y -- new Vector4(1, 0, 1, 1)]; -- this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)]; -- this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)]; -- } -- updateMatrices(light, viewportIndex = 0) { -+ // These viewports map a cube-map onto a 2D texture with the -+ // following orientation: -+ // -+ // xzXZ -+ // y Y -+ // -+ // X - Positive x direction -+ // x - Negative x direction -+ // Y - Positive y direction -+ // y - Negative y direction -+ // Z - Positive z direction -+ // z - Negative z direction -+ -+ // positive X -+ new Vector4( 2, 1, 1, 1 ), -+ // negative X -+ new Vector4( 0, 1, 1, 1 ), -+ // positive Z -+ new Vector4( 3, 1, 1, 1 ), -+ // negative Z -+ new Vector4( 1, 1, 1, 1 ), -+ // positive Y -+ new Vector4( 3, 0, 1, 1 ), -+ // negative Y -+ new Vector4( 1, 0, 1, 1 ) -+ ]; -+ -+ this._cubeDirections = [ -+ new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), -+ new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) -+ ]; -+ -+ this._cubeUps = [ -+ new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), -+ new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) -+ ]; -+ -+ } -+ -+ updateMatrices( light, viewportIndex = 0 ) { -+ - const camera = this.camera; - const shadowMatrix = this.matrix; -+ - const far = light.distance || camera.far; -- if (far !== camera.far) { -+ -+ if ( far !== camera.far ) { -+ - camera.far = far; - camera.updateProjectionMatrix(); -+ - } -- _lightPositionWorld.setFromMatrixPosition(light.matrixWorld); -- camera.position.copy(_lightPositionWorld); -- _lookTarget.copy(camera.position); -- _lookTarget.add(this._cubeDirections[viewportIndex]); -- camera.up.copy(this._cubeUps[viewportIndex]); -- camera.lookAt(_lookTarget); -+ -+ _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); -+ camera.position.copy( _lightPositionWorld ); -+ -+ _lookTarget.copy( camera.position ); -+ _lookTarget.add( this._cubeDirections[ viewportIndex ] ); -+ camera.up.copy( this._cubeUps[ viewportIndex ] ); -+ camera.lookAt( _lookTarget ); - camera.updateMatrixWorld(); -- shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z); -- _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); -- this._frustum.setFromProjectionMatrix(_projScreenMatrix); -+ -+ shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); -+ -+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); -+ this._frustum.setFromProjectionMatrix( _projScreenMatrix ); -+ - } -+ - } - - class PointLight extends Light { -- constructor(color, intensity, distance = 0, decay = 2) { -- super(color, intensity); -+ -+ constructor( color, intensity, distance = 0, decay = 2 ) { -+ -+ super( color, intensity ); -+ - this.isPointLight = true; -+ - this.type = 'PointLight'; -+ - this.distance = distance; - this.decay = decay; -+ - this.shadow = new PointLightShadow(); -+ - } -+ - get power() { -+ - // compute the light's luminous power (in lumens) from its intensity (in candela) - // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) - return this.intensity * 4 * Math.PI; -+ - } -- set power(power) { -+ -+ set power( power ) { -+ - // set the light's intensity (in candela) from the desired luminous power (in lumens) -- this.intensity = power / (4 * Math.PI); -+ this.intensity = power / ( 4 * Math.PI ); -+ - } -+ - dispose() { -+ - this.shadow.dispose(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.distance = source.distance; - this.decay = source.decay; -+ - this.shadow = source.shadow.clone(); -+ - return this; -+ - } -+ - } - - class DirectionalLightShadow extends LightShadow { -+ - constructor() { -- super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500)); -+ -+ super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); -+ - this.isDirectionalLightShadow = true; -+ - } -+ - } - - class DirectionalLight extends Light { -- constructor(color, intensity) { -- super(color, intensity); -+ -+ constructor( color, intensity ) { -+ -+ super( color, intensity ); -+ - this.isDirectionalLight = true; -+ - this.type = 'DirectionalLight'; -- this.position.copy(Object3D.DefaultUp); -+ -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); -+ - this.target = new Object3D(); -+ - this.shadow = new DirectionalLightShadow(); -+ - } -+ - dispose() { -+ - this.shadow.dispose(); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.target = source.target.clone(); - this.shadow = source.shadow.clone(); -+ - return this; -+ - } -+ - } - - class AmbientLight extends Light { -- constructor(color, intensity) { -- super(color, intensity); -+ -+ constructor( color, intensity ) { -+ -+ super( color, intensity ); -+ - this.isAmbientLight = true; -+ - this.type = 'AmbientLight'; -+ - } -+ - } - - class RectAreaLight extends Light { -- constructor(color, intensity, width = 10, height = 10) { -- super(color, intensity); -+ -+ constructor( color, intensity, width = 10, height = 10 ) { -+ -+ super( color, intensity ); -+ - this.isRectAreaLight = true; -+ - this.type = 'RectAreaLight'; -+ - this.width = width; - this.height = height; -+ - } -+ - get power() { -+ - // compute the light's luminous power (in lumens) from its intensity (in nits) - return this.intensity * this.width * this.height * Math.PI; -+ - } -- set power(power) { -+ -+ set power( power ) { -+ - // set the light's intensity (in nits) from the desired luminous power (in lumens) -- this.intensity = power / (this.width * this.height * Math.PI); -+ this.intensity = power / ( this.width * this.height * Math.PI ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.width = source.width; - this.height = source.height; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.width = this.width; - data.object.height = this.height; -+ - return data; -+ - } -+ - } - - /** - * Primary reference: -- * https://graphics.stanford.edu/papers/envmap/envmap.pdf -+ * https://graphics.stanford.edu/papers/envmap/envmap.pdf - * - * Secondary reference: -- * https://www.ppsloan.org/publications/StupidSH36.pdf -+ * https://www.ppsloan.org/publications/StupidSH36.pdf - */ - - // 3-band SH defined by 9 coefficients - - class SphericalHarmonics3 { -+ - constructor() { -+ - this.isSphericalHarmonics3 = true; -+ - this.coefficients = []; -- for (let i = 0; i < 9; i++) { -- this.coefficients.push(new Vector3()); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients.push( new Vector3() ); -+ - } -+ - } -- set(coefficients) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].copy(coefficients[i]); -+ -+ set( coefficients ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].copy( coefficients[ i ] ); -+ - } -+ - return this; -+ - } -+ - zero() { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].set(0, 0, 0); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].set( 0, 0, 0 ); -+ - } -+ - return this; -+ - } - - // get the radiance in the direction of the normal - // target is a Vector3 -- getAt(normal, target) { -+ getAt( normal, target ) { -+ - // normal is assumed to be unit length - -- const x = normal.x, -- y = normal.y, -- z = normal.z; -+ const x = normal.x, y = normal.y, z = normal.z; -+ - const coeff = this.coefficients; - - // band 0 -- target.copy(coeff[0]).multiplyScalar(0.282095); -+ target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); - - // band 1 -- target.addScaledVector(coeff[1], 0.488603 * y); -- target.addScaledVector(coeff[2], 0.488603 * z); -- target.addScaledVector(coeff[3], 0.488603 * x); -+ target.addScaledVector( coeff[ 1 ], 0.488603 * y ); -+ target.addScaledVector( coeff[ 2 ], 0.488603 * z ); -+ target.addScaledVector( coeff[ 3 ], 0.488603 * x ); - - // band 2 -- target.addScaledVector(coeff[4], 1.092548 * (x * y)); -- target.addScaledVector(coeff[5], 1.092548 * (y * z)); -- target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0)); -- target.addScaledVector(coeff[7], 1.092548 * (x * z)); -- target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y)); -+ target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); -+ target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); -+ target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); -+ target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); -+ target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); -+ - return target; -+ - } - - // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal - // target is a Vector3 - // https://graphics.stanford.edu/papers/envmap/envmap.pdf -- getIrradianceAt(normal, target) { -+ getIrradianceAt( normal, target ) { -+ - // normal is assumed to be unit length - -- const x = normal.x, -- y = normal.y, -- z = normal.z; -+ const x = normal.x, y = normal.y, z = normal.z; -+ - const coeff = this.coefficients; - - // band 0 -- target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095 -+ target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 - - // band 1 -- target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603 -- target.addScaledVector(coeff[2], 2.0 * 0.511664 * z); -- target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); -+ target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 -+ target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); -+ target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); - - // band 2 -- target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548 -- target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z); -- target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3 -- target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z); -- target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274 -+ target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 -+ target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); -+ target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 -+ target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); -+ target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 - - return target; -+ - } -- add(sh) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].add(sh.coefficients[i]); -+ -+ add( sh ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].add( sh.coefficients[ i ] ); -+ - } -+ - return this; -+ - } -- addScaledSH(sh, s) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].addScaledVector(sh.coefficients[i], s); -+ -+ addScaledSH( sh, s ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); -+ - } -+ - return this; -+ - } -- scale(s) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].multiplyScalar(s); -+ -+ scale( s ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].multiplyScalar( s ); -+ - } -+ - return this; -+ - } -- lerp(sh, alpha) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].lerp(sh.coefficients[i], alpha); -+ -+ lerp( sh, alpha ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); -+ - } -+ - return this; -+ - } -- equals(sh) { -- for (let i = 0; i < 9; i++) { -- if (!this.coefficients[i].equals(sh.coefficients[i])) { -+ -+ equals( sh ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -- copy(sh) { -- return this.set(sh.coefficients); -+ -+ copy( sh ) { -+ -+ return this.set( sh.coefficients ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- fromArray(array, offset = 0) { -+ -+ fromArray( array, offset = 0 ) { -+ - const coefficients = this.coefficients; -- for (let i = 0; i < 9; i++) { -- coefficients[i].fromArray(array, offset + i * 3); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); -+ - } -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -+ -+ toArray( array = [], offset = 0 ) { -+ - const coefficients = this.coefficients; -- for (let i = 0; i < 9; i++) { -- coefficients[i].toArray(array, offset + i * 3); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ coefficients[ i ].toArray( array, offset + ( i * 3 ) ); -+ - } -+ - return array; -+ - } - - // evaluate the basis functions - // shBasis is an Array[ 9 ] -- static getBasisAt(normal, shBasis) { -+ static getBasisAt( normal, shBasis ) { -+ - // normal is assumed to be unit length - -- const x = normal.x, -- y = normal.y, -- z = normal.z; -+ const x = normal.x, y = normal.y, z = normal.z; - - // band 0 -- shBasis[0] = 0.282095; -+ shBasis[ 0 ] = 0.282095; - - // band 1 -- shBasis[1] = 0.488603 * y; -- shBasis[2] = 0.488603 * z; -- shBasis[3] = 0.488603 * x; -+ shBasis[ 1 ] = 0.488603 * y; -+ shBasis[ 2 ] = 0.488603 * z; -+ shBasis[ 3 ] = 0.488603 * x; - - // band 2 -- shBasis[4] = 1.092548 * x * y; -- shBasis[5] = 1.092548 * y * z; -- shBasis[6] = 0.315392 * (3 * z * z - 1); -- shBasis[7] = 1.092548 * x * z; -- shBasis[8] = 0.546274 * (x * x - y * y); -+ shBasis[ 4 ] = 1.092548 * x * y; -+ shBasis[ 5 ] = 1.092548 * y * z; -+ shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); -+ shBasis[ 7 ] = 1.092548 * x * z; -+ shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); -+ - } -+ - } - - class LightProbe extends Light { -- constructor(sh = new SphericalHarmonics3(), intensity = 1) { -- super(undefined, intensity); -+ -+ constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { -+ -+ super( undefined, intensity ); -+ - this.isLightProbe = true; -+ - this.sh = sh; -+ - } -- copy(source) { -- super.copy(source); -- this.sh.copy(source.sh); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.sh.copy( source.sh ); -+ - return this; -+ - } -- fromJSON(json) { -+ -+ fromJSON( json ) { -+ - this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); -- this.sh.fromArray(json.sh); -+ this.sh.fromArray( json.sh ); -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.sh = this.sh.toArray(); -+ - return data; -+ - } -+ - } - - class MaterialLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); - this.textures = {}; -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(scope.manager); -- loader.setPath(scope.path); -- loader.setRequestHeader(scope.requestHeader); -- loader.setWithCredentials(scope.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( scope.manager ); -+ loader.setPath( scope.path ); -+ loader.setRequestHeader( scope.requestHeader ); -+ loader.setWithCredentials( scope.withCredentials ); -+ loader.load( url, function ( text ) { -+ - try { -- onLoad(scope.parse(JSON.parse(text))); -- } catch (e) { -- if (onError) { -- onError(e); -+ -+ onLoad( scope.parse( JSON.parse( text ) ) ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- parse(json) { -+ -+ parse( json ) { -+ - const textures = this.textures; -- function getTexture(name) { -- if (textures[name] === undefined) { -- console.warn('THREE.MaterialLoader: Undefined texture', name); -- } -- return textures[name]; -- } -- const material = MaterialLoader.createMaterialFromType(json.type); -- if (json.uuid !== undefined) material.uuid = json.uuid; -- if (json.name !== undefined) material.name = json.name; -- if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color); -- if (json.roughness !== undefined) material.roughness = json.roughness; -- if (json.metalness !== undefined) material.metalness = json.metalness; -- if (json.sheen !== undefined) material.sheen = json.sheen; -- if (json.sheenColor !== undefined) material.sheenColor = new Color().setHex(json.sheenColor); -- if (json.sheenRoughness !== undefined) material.sheenRoughness = json.sheenRoughness; -- if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive); -- if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular); -- if (json.specularIntensity !== undefined) material.specularIntensity = json.specularIntensity; -- if (json.specularColor !== undefined && material.specularColor !== undefined) material.specularColor.setHex(json.specularColor); -- if (json.shininess !== undefined) material.shininess = json.shininess; -- if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat; -- if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness; -- if (json.iridescence !== undefined) material.iridescence = json.iridescence; -- if (json.iridescenceIOR !== undefined) material.iridescenceIOR = json.iridescenceIOR; -- if (json.iridescenceThicknessRange !== undefined) material.iridescenceThicknessRange = json.iridescenceThicknessRange; -- if (json.transmission !== undefined) material.transmission = json.transmission; -- if (json.thickness !== undefined) material.thickness = json.thickness; -- if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance; -- if (json.attenuationColor !== undefined && material.attenuationColor !== undefined) material.attenuationColor.setHex(json.attenuationColor); -- if (json.fog !== undefined) material.fog = json.fog; -- if (json.flatShading !== undefined) material.flatShading = json.flatShading; -- if (json.blending !== undefined) material.blending = json.blending; -- if (json.combine !== undefined) material.combine = json.combine; -- if (json.side !== undefined) material.side = json.side; -- if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide; -- if (json.opacity !== undefined) material.opacity = json.opacity; -- if (json.transparent !== undefined) material.transparent = json.transparent; -- if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest; -- if (json.depthTest !== undefined) material.depthTest = json.depthTest; -- if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite; -- if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite; -- if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite; -- if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask; -- if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc; -- if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef; -- if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask; -- if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail; -- if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail; -- if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass; -- if (json.wireframe !== undefined) material.wireframe = json.wireframe; -- if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth; -- if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap; -- if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin; -- if (json.rotation !== undefined) material.rotation = json.rotation; -- if (json.linewidth !== 1) material.linewidth = json.linewidth; -- if (json.dashSize !== undefined) material.dashSize = json.dashSize; -- if (json.gapSize !== undefined) material.gapSize = json.gapSize; -- if (json.scale !== undefined) material.scale = json.scale; -- if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset; -- if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor; -- if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits; -- if (json.dithering !== undefined) material.dithering = json.dithering; -- if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage; -- if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha; -- if (json.visible !== undefined) material.visible = json.visible; -- if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped; -- if (json.userData !== undefined) material.userData = json.userData; -- if (json.vertexColors !== undefined) { -- if (typeof json.vertexColors === 'number') { -- material.vertexColors = json.vertexColors > 0 ? true : false; -+ -+ function getTexture( name ) { -+ -+ if ( textures[ name ] === undefined ) { -+ -+ console.warn( 'THREE.MaterialLoader: Undefined texture', name ); -+ -+ } -+ -+ return textures[ name ]; -+ -+ } -+ -+ const material = MaterialLoader.createMaterialFromType( json.type ); -+ -+ if ( json.uuid !== undefined ) material.uuid = json.uuid; -+ if ( json.name !== undefined ) material.name = json.name; -+ if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color ); -+ if ( json.roughness !== undefined ) material.roughness = json.roughness; -+ if ( json.metalness !== undefined ) material.metalness = json.metalness; -+ if ( json.sheen !== undefined ) material.sheen = json.sheen; -+ if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor ); -+ if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness; -+ if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive ); -+ if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular ); -+ if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity; -+ if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor ); -+ if ( json.shininess !== undefined ) material.shininess = json.shininess; -+ if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; -+ if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; -+ if ( json.iridescence !== undefined ) material.iridescence = json.iridescence; -+ if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR; -+ if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange; -+ if ( json.transmission !== undefined ) material.transmission = json.transmission; -+ if ( json.thickness !== undefined ) material.thickness = json.thickness; -+ if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance; -+ if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor ); -+ if ( json.fog !== undefined ) material.fog = json.fog; -+ if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; -+ if ( json.blending !== undefined ) material.blending = json.blending; -+ if ( json.combine !== undefined ) material.combine = json.combine; -+ if ( json.side !== undefined ) material.side = json.side; -+ if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide; -+ if ( json.opacity !== undefined ) material.opacity = json.opacity; -+ if ( json.transparent !== undefined ) material.transparent = json.transparent; -+ if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; -+ if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; -+ if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; -+ if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; -+ -+ if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; -+ if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; -+ if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; -+ if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; -+ if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; -+ if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; -+ if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; -+ if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; -+ -+ if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; -+ if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; -+ if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; -+ if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; -+ -+ if ( json.rotation !== undefined ) material.rotation = json.rotation; -+ -+ if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; -+ if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; -+ if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; -+ if ( json.scale !== undefined ) material.scale = json.scale; -+ -+ if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; -+ if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; -+ if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; -+ -+ if ( json.dithering !== undefined ) material.dithering = json.dithering; -+ -+ if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage; -+ if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha; -+ -+ if ( json.visible !== undefined ) material.visible = json.visible; -+ -+ if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; -+ -+ if ( json.userData !== undefined ) material.userData = json.userData; -+ -+ if ( json.vertexColors !== undefined ) { -+ -+ if ( typeof json.vertexColors === 'number' ) { -+ -+ material.vertexColors = ( json.vertexColors > 0 ) ? true : false; -+ - } else { -+ - material.vertexColors = json.vertexColors; -+ - } -+ - } - - // Shader Material - -- if (json.uniforms !== undefined) { -- for (const name in json.uniforms) { -- const uniform = json.uniforms[name]; -- material.uniforms[name] = {}; -- switch (uniform.type) { -+ if ( json.uniforms !== undefined ) { -+ -+ for ( const name in json.uniforms ) { -+ -+ const uniform = json.uniforms[ name ]; -+ -+ material.uniforms[ name ] = {}; -+ -+ switch ( uniform.type ) { -+ - case 't': -- material.uniforms[name].value = getTexture(uniform.value); -+ material.uniforms[ name ].value = getTexture( uniform.value ); - break; -+ - case 'c': -- material.uniforms[name].value = new Color().setHex(uniform.value); -+ material.uniforms[ name ].value = new Color().setHex( uniform.value ); - break; -+ - case 'v2': -- material.uniforms[name].value = new Vector2().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); - break; -+ - case 'v3': -- material.uniforms[name].value = new Vector3().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); - break; -+ - case 'v4': -- material.uniforms[name].value = new Vector4().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); - break; -+ - case 'm3': -- material.uniforms[name].value = new Matrix3().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); - break; -+ - case 'm4': -- material.uniforms[name].value = new Matrix4().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); - break; -+ - default: -- material.uniforms[name].value = uniform.value; -+ material.uniforms[ name ].value = uniform.value; -+ - } -+ - } -+ - } -- if (json.defines !== undefined) material.defines = json.defines; -- if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader; -- if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader; -- if (json.glslVersion !== undefined) material.glslVersion = json.glslVersion; -- if (json.extensions !== undefined) { -- for (const key in json.extensions) { -- material.extensions[key] = json.extensions[key]; -+ -+ if ( json.defines !== undefined ) material.defines = json.defines; -+ if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; -+ if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; -+ if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion; -+ -+ if ( json.extensions !== undefined ) { -+ -+ for ( const key in json.extensions ) { -+ -+ material.extensions[ key ] = json.extensions[ key ]; -+ - } -+ - } - - // for PointsMaterial - -- if (json.size !== undefined) material.size = json.size; -- if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; -+ if ( json.size !== undefined ) material.size = json.size; -+ if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - -- if (json.map !== undefined) material.map = getTexture(json.map); -- if (json.matcap !== undefined) material.matcap = getTexture(json.matcap); -- if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap); -- if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap); -- if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale; -- if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap); -- if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType; -- if (json.normalScale !== undefined) { -+ if ( json.map !== undefined ) material.map = getTexture( json.map ); -+ if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); -+ -+ if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); -+ -+ if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); -+ if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; -+ -+ if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); -+ if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; -+ if ( json.normalScale !== undefined ) { -+ - let normalScale = json.normalScale; -- if (Array.isArray(normalScale) === false) { -+ -+ if ( Array.isArray( normalScale ) === false ) { -+ - // Blender exporter used to export a scalar. See #7459 - -- normalScale = [normalScale, normalScale]; -- } -- material.normalScale = new Vector2().fromArray(normalScale); -- } -- if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap); -- if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale; -- if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias; -- if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap); -- if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap); -- if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap); -- if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity; -- if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap); -- if (json.specularIntensityMap !== undefined) material.specularIntensityMap = getTexture(json.specularIntensityMap); -- if (json.specularColorMap !== undefined) material.specularColorMap = getTexture(json.specularColorMap); -- if (json.envMap !== undefined) material.envMap = getTexture(json.envMap); -- if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity; -- if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity; -- if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio; -- if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap); -- if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity; -- if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap); -- if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity; -- if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap); -- if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap); -- if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap); -- if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap); -- if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale); -- if (json.iridescenceMap !== undefined) material.iridescenceMap = getTexture(json.iridescenceMap); -- if (json.iridescenceThicknessMap !== undefined) material.iridescenceThicknessMap = getTexture(json.iridescenceThicknessMap); -- if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap); -- if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap); -- if (json.sheenColorMap !== undefined) material.sheenColorMap = getTexture(json.sheenColorMap); -- if (json.sheenRoughnessMap !== undefined) material.sheenRoughnessMap = getTexture(json.sheenRoughnessMap); -+ normalScale = [ normalScale, normalScale ]; -+ -+ } -+ -+ material.normalScale = new Vector2().fromArray( normalScale ); -+ -+ } -+ -+ if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); -+ if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; -+ if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; -+ -+ if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); -+ if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); -+ -+ if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); -+ if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; -+ -+ if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); -+ if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap ); -+ if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap ); -+ -+ if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); -+ if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; -+ -+ if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; -+ if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; -+ -+ if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); -+ if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; -+ -+ if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); -+ if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; -+ -+ if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); -+ -+ if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); -+ if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); -+ if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); -+ if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); -+ -+ if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap ); -+ if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap ); -+ -+ if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap ); -+ if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap ); -+ -+ if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); -+ if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); -+ - return material; -+ - } -- setTextures(value) { -+ -+ setTextures( value ) { -+ - this.textures = value; - return this; -+ - } -- static createMaterialFromType(type) { -+ -+ static createMaterialFromType( type ) { -+ - const materialLib = { - ShadowMaterial, - SpriteMaterial, -@@ -27221,753 +42608,1335 @@ class MaterialLoader extends Loader { - LineBasicMaterial, - Material - }; -- return new materialLib[type](); -+ -+ return new materialLib[ type ](); -+ - } -+ - } - - class LoaderUtils { -- static decodeText(array) { -- if (typeof TextDecoder !== 'undefined') { -- return new TextDecoder().decode(array); -+ -+ static decodeText( array ) { -+ -+ if ( typeof TextDecoder !== 'undefined' ) { -+ -+ return new TextDecoder().decode( array ); -+ - } - - // Avoid the String.fromCharCode.apply(null, array) shortcut, which - // throws a "maximum call stack size exceeded" error for large arrays. - - let s = ''; -- for (let i = 0, il = array.length; i < il; i++) { -+ -+ for ( let i = 0, il = array.length; i < il; i ++ ) { -+ - // Implicitly assumes little-endian. -- s += String.fromCharCode(array[i]); -+ s += String.fromCharCode( array[ i ] ); -+ - } -+ - try { -+ - // merges multi-byte utf-8 characters. - -- return decodeURIComponent(escape(s)); -- } catch (e) { -- // see #16358 -+ return decodeURIComponent( escape( s ) ); -+ -+ } catch ( e ) { // see #16358 - - return s; -+ - } -+ - } -- static extractUrlBase(url) { -- const index = url.lastIndexOf('/'); -- if (index === -1) return './'; -- return url.slice(0, index + 1); -+ -+ static extractUrlBase( url ) { -+ -+ const index = url.lastIndexOf( '/' ); -+ -+ if ( index === - 1 ) return './'; -+ -+ return url.slice( 0, index + 1 ); -+ - } -- static resolveURL(url, path) { -+ -+ static resolveURL( url, path ) { -+ - // Invalid URL -- if (typeof url !== 'string' || url === '') return ''; -+ if ( typeof url !== 'string' || url === '' ) return ''; - - // Host Relative URL -- if (/^https?:\/\//i.test(path) && /^\//.test(url)) { -- path = path.replace(/(^https?:\/\/[^\/]+).*/i, '$1'); -+ if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { -+ -+ path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); -+ - } - - // Absolute URL http://,https://,// -- if (/^(https?:)?\/\//i.test(url)) return url; -+ if ( /^(https?:)?\/\//i.test( url ) ) return url; - - // Data URI -- if (/^data:.*,.*$/i.test(url)) return url; -+ if ( /^data:.*,.*$/i.test( url ) ) return url; - - // Blob URL -- if (/^blob:.*$/i.test(url)) return url; -+ if ( /^blob:.*$/i.test( url ) ) return url; - - // Relative URL - return path + url; -+ - } -+ - } - - class InstancedBufferGeometry extends BufferGeometry { -+ - constructor() { -+ - super(); -+ - this.isInstancedBufferGeometry = true; -+ - this.type = 'InstancedBufferGeometry'; - this.instanceCount = Infinity; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.instanceCount = source.instanceCount; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.instanceCount = this.instanceCount; -+ - data.isInstancedBufferGeometry = true; -+ - return data; -+ - } -+ - } - - class BufferGeometryLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(scope.manager); -- loader.setPath(scope.path); -- loader.setRequestHeader(scope.requestHeader); -- loader.setWithCredentials(scope.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( scope.manager ); -+ loader.setPath( scope.path ); -+ loader.setRequestHeader( scope.requestHeader ); -+ loader.setWithCredentials( scope.withCredentials ); -+ loader.load( url, function ( text ) { -+ - try { -- onLoad(scope.parse(JSON.parse(text))); -- } catch (e) { -- if (onError) { -- onError(e); -+ -+ onLoad( scope.parse( JSON.parse( text ) ) ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- parse(json) { -+ -+ parse( json ) { -+ - const interleavedBufferMap = {}; - const arrayBufferMap = {}; -- function getInterleavedBuffer(json, uuid) { -- if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid]; -+ -+ function getInterleavedBuffer( json, uuid ) { -+ -+ if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; -+ - const interleavedBuffers = json.interleavedBuffers; -- const interleavedBuffer = interleavedBuffers[uuid]; -- const buffer = getArrayBuffer(json, interleavedBuffer.buffer); -- const array = getTypedArray(interleavedBuffer.type, buffer); -- const ib = new InterleavedBuffer(array, interleavedBuffer.stride); -+ const interleavedBuffer = interleavedBuffers[ uuid ]; -+ -+ const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); -+ -+ const array = getTypedArray( interleavedBuffer.type, buffer ); -+ const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); - ib.uuid = interleavedBuffer.uuid; -- interleavedBufferMap[uuid] = ib; -+ -+ interleavedBufferMap[ uuid ] = ib; -+ - return ib; -+ - } -- function getArrayBuffer(json, uuid) { -- if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid]; -+ -+ function getArrayBuffer( json, uuid ) { -+ -+ if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; -+ - const arrayBuffers = json.arrayBuffers; -- const arrayBuffer = arrayBuffers[uuid]; -- const ab = new Uint32Array(arrayBuffer).buffer; -- arrayBufferMap[uuid] = ab; -+ const arrayBuffer = arrayBuffers[ uuid ]; -+ -+ const ab = new Uint32Array( arrayBuffer ).buffer; -+ -+ arrayBufferMap[ uuid ] = ab; -+ - return ab; -+ - } -+ - const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); -+ - const index = json.data.index; -- if (index !== undefined) { -- const typedArray = getTypedArray(index.type, index.array); -- geometry.setIndex(new BufferAttribute(typedArray, 1)); -+ -+ if ( index !== undefined ) { -+ -+ const typedArray = getTypedArray( index.type, index.array ); -+ geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); -+ - } -+ - const attributes = json.data.attributes; -- for (const key in attributes) { -- const attribute = attributes[key]; -+ -+ for ( const key in attributes ) { -+ -+ const attribute = attributes[ key ]; - let bufferAttribute; -- if (attribute.isInterleavedBufferAttribute) { -- const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data); -- bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized); -+ -+ if ( attribute.isInterleavedBufferAttribute ) { -+ -+ const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); -+ bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); -+ - } else { -- const typedArray = getTypedArray(attribute.type, attribute.array); -+ -+ const typedArray = getTypedArray( attribute.type, attribute.array ); - const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; -- bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized); -+ bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); -+ - } -- if (attribute.name !== undefined) bufferAttribute.name = attribute.name; -- if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage); -- if (attribute.updateRange !== undefined) { -+ -+ if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; -+ if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); -+ -+ if ( attribute.updateRange !== undefined ) { -+ - bufferAttribute.updateRange.offset = attribute.updateRange.offset; - bufferAttribute.updateRange.count = attribute.updateRange.count; -+ - } -- geometry.setAttribute(key, bufferAttribute); -+ -+ geometry.setAttribute( key, bufferAttribute ); -+ - } -+ - const morphAttributes = json.data.morphAttributes; -- if (morphAttributes) { -- for (const key in morphAttributes) { -- const attributeArray = morphAttributes[key]; -+ -+ if ( morphAttributes ) { -+ -+ for ( const key in morphAttributes ) { -+ -+ const attributeArray = morphAttributes[ key ]; -+ - const array = []; -- for (let i = 0, il = attributeArray.length; i < il; i++) { -- const attribute = attributeArray[i]; -+ -+ for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { -+ -+ const attribute = attributeArray[ i ]; - let bufferAttribute; -- if (attribute.isInterleavedBufferAttribute) { -- const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data); -- bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized); -+ -+ if ( attribute.isInterleavedBufferAttribute ) { -+ -+ const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); -+ bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); -+ - } else { -- const typedArray = getTypedArray(attribute.type, attribute.array); -- bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized); -+ -+ const typedArray = getTypedArray( attribute.type, attribute.array ); -+ bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); -+ - } -- if (attribute.name !== undefined) bufferAttribute.name = attribute.name; -- array.push(bufferAttribute); -+ -+ if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; -+ array.push( bufferAttribute ); -+ - } -- geometry.morphAttributes[key] = array; -+ -+ geometry.morphAttributes[ key ] = array; -+ - } -+ - } -+ - const morphTargetsRelative = json.data.morphTargetsRelative; -- if (morphTargetsRelative) { -+ -+ if ( morphTargetsRelative ) { -+ - geometry.morphTargetsRelative = true; -+ - } -+ - const groups = json.data.groups || json.data.drawcalls || json.data.offsets; -- if (groups !== undefined) { -- for (let i = 0, n = groups.length; i !== n; ++i) { -- const group = groups[i]; -- geometry.addGroup(group.start, group.count, group.materialIndex); -+ -+ if ( groups !== undefined ) { -+ -+ for ( let i = 0, n = groups.length; i !== n; ++ i ) { -+ -+ const group = groups[ i ]; -+ -+ geometry.addGroup( group.start, group.count, group.materialIndex ); -+ - } -+ - } -+ - const boundingSphere = json.data.boundingSphere; -- if (boundingSphere !== undefined) { -+ -+ if ( boundingSphere !== undefined ) { -+ - const center = new Vector3(); -- if (boundingSphere.center !== undefined) { -- center.fromArray(boundingSphere.center); -+ -+ if ( boundingSphere.center !== undefined ) { -+ -+ center.fromArray( boundingSphere.center ); -+ - } -- geometry.boundingSphere = new Sphere(center, boundingSphere.radius); -+ -+ geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); -+ - } -- if (json.name) geometry.name = json.name; -- if (json.userData) geometry.userData = json.userData; -+ -+ if ( json.name ) geometry.name = json.name; -+ if ( json.userData ) geometry.userData = json.userData; -+ - return geometry; -+ - } -+ - } - - class ObjectLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path; -+ -+ const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ loader.load( url, function ( text ) { -+ - let json = null; -+ - try { -- json = JSON.parse(text); -- } catch (error) { -- if (onError !== undefined) onError(error); -- console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message); -+ -+ json = JSON.parse( text ); -+ -+ } catch ( error ) { -+ -+ if ( onError !== undefined ) onError( error ); -+ -+ console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); -+ - return; -+ - } -+ - const metadata = json.metadata; -- if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') { -- if (onError !== undefined) onError(new Error('THREE.ObjectLoader: Can\'t load ' + url)); -- console.error('THREE.ObjectLoader: Can\'t load ' + url); -+ -+ if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { -+ -+ if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) ); -+ -+ console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); - return; -+ - } -- scope.parse(json, onLoad); -- }, onProgress, onError); -+ -+ scope.parse( json, onLoad ); -+ -+ }, onProgress, onError ); -+ - } -- async loadAsync(url, onProgress) { -+ -+ async loadAsync( url, onProgress ) { -+ - const scope = this; -- const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path; -+ -+ const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- const text = await loader.loadAsync(url, onProgress); -- const json = JSON.parse(text); -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ -+ const text = await loader.loadAsync( url, onProgress ); -+ -+ const json = JSON.parse( text ); -+ - const metadata = json.metadata; -- if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') { -- throw new Error('THREE.ObjectLoader: Can\'t load ' + url); -- } -- return await scope.parseAsync(json); -- } -- parse(json, onLoad) { -- const animations = this.parseAnimations(json.animations); -- const shapes = this.parseShapes(json.shapes); -- const geometries = this.parseGeometries(json.geometries, shapes); -- const images = this.parseImages(json.images, function () { -- if (onLoad !== undefined) onLoad(object); -- }); -- const textures = this.parseTextures(json.textures, images); -- const materials = this.parseMaterials(json.materials, textures); -- const object = this.parseObject(json.object, geometries, materials, textures, animations); -- const skeletons = this.parseSkeletons(json.skeletons, object); -- this.bindSkeletons(object, skeletons); -+ -+ if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { -+ -+ throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url ); -+ -+ } -+ -+ return await scope.parseAsync( json ); -+ -+ } -+ -+ parse( json, onLoad ) { -+ -+ const animations = this.parseAnimations( json.animations ); -+ const shapes = this.parseShapes( json.shapes ); -+ const geometries = this.parseGeometries( json.geometries, shapes ); -+ -+ const images = this.parseImages( json.images, function () { -+ -+ if ( onLoad !== undefined ) onLoad( object ); -+ -+ } ); -+ -+ const textures = this.parseTextures( json.textures, images ); -+ const materials = this.parseMaterials( json.materials, textures ); -+ -+ const object = this.parseObject( json.object, geometries, materials, textures, animations ); -+ const skeletons = this.parseSkeletons( json.skeletons, object ); -+ -+ this.bindSkeletons( object, skeletons ); - - // - -- if (onLoad !== undefined) { -+ if ( onLoad !== undefined ) { -+ - let hasImages = false; -- for (const uuid in images) { -- if (images[uuid].data instanceof HTMLImageElement) { -+ -+ for ( const uuid in images ) { -+ -+ if ( images[ uuid ].data instanceof HTMLImageElement ) { -+ - hasImages = true; - break; -+ - } -+ - } -- if (hasImages === false) onLoad(object); -+ -+ if ( hasImages === false ) onLoad( object ); -+ - } -+ - return object; -+ - } -- async parseAsync(json) { -- const animations = this.parseAnimations(json.animations); -- const shapes = this.parseShapes(json.shapes); -- const geometries = this.parseGeometries(json.geometries, shapes); -- const images = await this.parseImagesAsync(json.images); -- const textures = this.parseTextures(json.textures, images); -- const materials = this.parseMaterials(json.materials, textures); -- const object = this.parseObject(json.object, geometries, materials, textures, animations); -- const skeletons = this.parseSkeletons(json.skeletons, object); -- this.bindSkeletons(object, skeletons); -+ -+ async parseAsync( json ) { -+ -+ const animations = this.parseAnimations( json.animations ); -+ const shapes = this.parseShapes( json.shapes ); -+ const geometries = this.parseGeometries( json.geometries, shapes ); -+ -+ const images = await this.parseImagesAsync( json.images ); -+ -+ const textures = this.parseTextures( json.textures, images ); -+ const materials = this.parseMaterials( json.materials, textures ); -+ -+ const object = this.parseObject( json.object, geometries, materials, textures, animations ); -+ const skeletons = this.parseSkeletons( json.skeletons, object ); -+ -+ this.bindSkeletons( object, skeletons ); -+ - return object; -+ - } -- parseShapes(json) { -+ -+ parseShapes( json ) { -+ - const shapes = {}; -- if (json !== undefined) { -- for (let i = 0, l = json.length; i < l; i++) { -- const shape = new Shape().fromJSON(json[i]); -- shapes[shape.uuid] = shape; -+ -+ if ( json !== undefined ) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const shape = new Shape().fromJSON( json[ i ] ); -+ -+ shapes[ shape.uuid ] = shape; -+ - } -+ - } -+ - return shapes; -+ - } -- parseSkeletons(json, object) { -+ -+ parseSkeletons( json, object ) { -+ - const skeletons = {}; - const bones = {}; - - // generate bone lookup table - -- object.traverse(function (child) { -- if (child.isBone) bones[child.uuid] = child; -- }); -+ object.traverse( function ( child ) { -+ -+ if ( child.isBone ) bones[ child.uuid ] = child; -+ -+ } ); - - // create skeletons - -- if (json !== undefined) { -- for (let i = 0, l = json.length; i < l; i++) { -- const skeleton = new Skeleton().fromJSON(json[i], bones); -- skeletons[skeleton.uuid] = skeleton; -+ if ( json !== undefined ) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const skeleton = new Skeleton().fromJSON( json[ i ], bones ); -+ -+ skeletons[ skeleton.uuid ] = skeleton; -+ - } -+ - } -+ - return skeletons; -+ - } -- parseGeometries(json, shapes) { -+ -+ parseGeometries( json, shapes ) { -+ - const geometries = {}; -- if (json !== undefined) { -+ -+ if ( json !== undefined ) { -+ - const bufferGeometryLoader = new BufferGeometryLoader(); -- for (let i = 0, l = json.length; i < l; i++) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ - let geometry; -- const data = json[i]; -- switch (data.type) { -+ const data = json[ i ]; -+ -+ switch ( data.type ) { -+ - case 'BufferGeometry': - case 'InstancedBufferGeometry': -- geometry = bufferGeometryLoader.parse(data); -+ -+ geometry = bufferGeometryLoader.parse( data ); - break; -+ - default: -- if (data.type in Geometries) { -- geometry = Geometries[data.type].fromJSON(data, shapes); -+ -+ if ( data.type in Geometries ) { -+ -+ geometry = Geometries[ data.type ].fromJSON( data, shapes ); -+ - } else { -- console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`); -+ -+ console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` ); -+ - } -+ - } -+ - geometry.uuid = data.uuid; -- if (data.name !== undefined) geometry.name = data.name; -- if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData; -- geometries[data.uuid] = geometry; -+ -+ if ( data.name !== undefined ) geometry.name = data.name; -+ if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; -+ -+ geometries[ data.uuid ] = geometry; -+ - } -+ - } -+ - return geometries; -+ - } -- parseMaterials(json, textures) { -+ -+ parseMaterials( json, textures ) { -+ - const cache = {}; // MultiMaterial - const materials = {}; -- if (json !== undefined) { -+ -+ if ( json !== undefined ) { -+ - const loader = new MaterialLoader(); -- loader.setTextures(textures); -- for (let i = 0, l = json.length; i < l; i++) { -- const data = json[i]; -- if (cache[data.uuid] === undefined) { -- cache[data.uuid] = loader.parse(data); -+ loader.setTextures( textures ); -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const data = json[ i ]; -+ -+ if ( cache[ data.uuid ] === undefined ) { -+ -+ cache[ data.uuid ] = loader.parse( data ); -+ - } -- materials[data.uuid] = cache[data.uuid]; -+ -+ materials[ data.uuid ] = cache[ data.uuid ]; -+ - } -+ - } -+ - return materials; -+ - } -- parseAnimations(json) { -+ -+ parseAnimations( json ) { -+ - const animations = {}; -- if (json !== undefined) { -- for (let i = 0; i < json.length; i++) { -- const data = json[i]; -- const clip = AnimationClip.parse(data); -- animations[clip.uuid] = clip; -+ -+ if ( json !== undefined ) { -+ -+ for ( let i = 0; i < json.length; i ++ ) { -+ -+ const data = json[ i ]; -+ -+ const clip = AnimationClip.parse( data ); -+ -+ animations[ clip.uuid ] = clip; -+ - } -+ - } -+ - return animations; -+ - } -- parseImages(json, onLoad) { -+ -+ parseImages( json, onLoad ) { -+ - const scope = this; - const images = {}; -+ - let loader; -- function loadImage(url) { -- scope.manager.itemStart(url); -- return loader.load(url, function () { -- scope.manager.itemEnd(url); -+ -+ function loadImage( url ) { -+ -+ scope.manager.itemStart( url ); -+ -+ return loader.load( url, function () { -+ -+ scope.manager.itemEnd( url ); -+ - }, undefined, function () { -- scope.manager.itemError(url); -- scope.manager.itemEnd(url); -- }); -+ -+ scope.manager.itemError( url ); -+ scope.manager.itemEnd( url ); -+ -+ } ); -+ - } -- function deserializeImage(image) { -- if (typeof image === 'string') { -+ -+ function deserializeImage( image ) { -+ -+ if ( typeof image === 'string' ) { -+ - const url = image; -- const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url; -- return loadImage(path); -+ -+ const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; -+ -+ return loadImage( path ); -+ - } else { -- if (image.data) { -+ -+ if ( image.data ) { -+ - return { -- data: getTypedArray(image.type, image.data), -+ data: getTypedArray( image.type, image.data ), - width: image.width, - height: image.height - }; -+ - } else { -+ - return null; -+ - } -+ - } -+ - } -- if (json !== undefined && json.length > 0) { -- const manager = new LoadingManager(onLoad); -- loader = new ImageLoader(manager); -- loader.setCrossOrigin(this.crossOrigin); -- for (let i = 0, il = json.length; i < il; i++) { -- const image = json[i]; -+ -+ if ( json !== undefined && json.length > 0 ) { -+ -+ const manager = new LoadingManager( onLoad ); -+ -+ loader = new ImageLoader( manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ -+ for ( let i = 0, il = json.length; i < il; i ++ ) { -+ -+ const image = json[ i ]; - const url = image.url; -- if (Array.isArray(url)) { -+ -+ if ( Array.isArray( url ) ) { -+ - // load array of images e.g CubeTexture - - const imageArray = []; -- for (let j = 0, jl = url.length; j < jl; j++) { -- const currentUrl = url[j]; -- const deserializedImage = deserializeImage(currentUrl); -- if (deserializedImage !== null) { -- if (deserializedImage instanceof HTMLImageElement) { -- imageArray.push(deserializedImage); -+ -+ for ( let j = 0, jl = url.length; j < jl; j ++ ) { -+ -+ const currentUrl = url[ j ]; -+ -+ const deserializedImage = deserializeImage( currentUrl ); -+ -+ if ( deserializedImage !== null ) { -+ -+ if ( deserializedImage instanceof HTMLImageElement ) { -+ -+ imageArray.push( deserializedImage ); -+ - } else { -+ - // special case: handle array of data textures for cube textures - -- imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height)); -+ imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); -+ - } -+ - } -+ - } -- images[image.uuid] = new Source(imageArray); -+ -+ images[ image.uuid ] = new Source( imageArray ); -+ - } else { -+ - // load single image - -- const deserializedImage = deserializeImage(image.url); -- images[image.uuid] = new Source(deserializedImage); -+ const deserializedImage = deserializeImage( image.url ); -+ images[ image.uuid ] = new Source( deserializedImage ); -+ -+ - } -+ - } -+ - } -+ - return images; -+ - } -- async parseImagesAsync(json) { -+ -+ async parseImagesAsync( json ) { -+ - const scope = this; - const images = {}; -+ - let loader; -- async function deserializeImage(image) { -- if (typeof image === 'string') { -+ -+ async function deserializeImage( image ) { -+ -+ if ( typeof image === 'string' ) { -+ - const url = image; -- const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url; -- return await loader.loadAsync(path); -+ -+ const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; -+ -+ return await loader.loadAsync( path ); -+ - } else { -- if (image.data) { -+ -+ if ( image.data ) { -+ - return { -- data: getTypedArray(image.type, image.data), -+ data: getTypedArray( image.type, image.data ), - width: image.width, - height: image.height - }; -+ - } else { -+ - return null; -+ - } -+ - } -+ - } -- if (json !== undefined && json.length > 0) { -- loader = new ImageLoader(this.manager); -- loader.setCrossOrigin(this.crossOrigin); -- for (let i = 0, il = json.length; i < il; i++) { -- const image = json[i]; -+ -+ if ( json !== undefined && json.length > 0 ) { -+ -+ loader = new ImageLoader( this.manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ -+ for ( let i = 0, il = json.length; i < il; i ++ ) { -+ -+ const image = json[ i ]; - const url = image.url; -- if (Array.isArray(url)) { -+ -+ if ( Array.isArray( url ) ) { -+ - // load array of images e.g CubeTexture - - const imageArray = []; -- for (let j = 0, jl = url.length; j < jl; j++) { -- const currentUrl = url[j]; -- const deserializedImage = await deserializeImage(currentUrl); -- if (deserializedImage !== null) { -- if (deserializedImage instanceof HTMLImageElement) { -- imageArray.push(deserializedImage); -+ -+ for ( let j = 0, jl = url.length; j < jl; j ++ ) { -+ -+ const currentUrl = url[ j ]; -+ -+ const deserializedImage = await deserializeImage( currentUrl ); -+ -+ if ( deserializedImage !== null ) { -+ -+ if ( deserializedImage instanceof HTMLImageElement ) { -+ -+ imageArray.push( deserializedImage ); -+ - } else { -+ - // special case: handle array of data textures for cube textures - -- imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height)); -+ imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); -+ - } -+ - } -+ - } -- images[image.uuid] = new Source(imageArray); -+ -+ images[ image.uuid ] = new Source( imageArray ); -+ - } else { -+ - // load single image - -- const deserializedImage = await deserializeImage(image.url); -- images[image.uuid] = new Source(deserializedImage); -+ const deserializedImage = await deserializeImage( image.url ); -+ images[ image.uuid ] = new Source( deserializedImage ); -+ - } -+ - } -+ - } -+ - return images; -+ - } -- parseTextures(json, images) { -- function parseConstant(value, type) { -- if (typeof value === 'number') return value; -- console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value); -- return type[value]; -+ -+ parseTextures( json, images ) { -+ -+ function parseConstant( value, type ) { -+ -+ if ( typeof value === 'number' ) return value; -+ -+ console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); -+ -+ return type[ value ]; -+ - } -+ - const textures = {}; -- if (json !== undefined) { -- for (let i = 0, l = json.length; i < l; i++) { -- const data = json[i]; -- if (data.image === undefined) { -- console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid); -+ -+ if ( json !== undefined ) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const data = json[ i ]; -+ -+ if ( data.image === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); -+ - } -- if (images[data.image] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined image', data.image); -+ -+ if ( images[ data.image ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); -+ - } -- const source = images[data.image]; -+ -+ const source = images[ data.image ]; - const image = source.data; -+ - let texture; -- if (Array.isArray(image)) { -+ -+ if ( Array.isArray( image ) ) { -+ - texture = new CubeTexture(); -- if (image.length === 6) texture.needsUpdate = true; -+ -+ if ( image.length === 6 ) texture.needsUpdate = true; -+ - } else { -- if (image && image.data) { -+ -+ if ( image && image.data ) { -+ - texture = new DataTexture(); -+ - } else { -+ - texture = new Texture(); -+ - } -- if (image) texture.needsUpdate = true; // textures can have undefined image data -+ -+ if ( image ) texture.needsUpdate = true; // textures can have undefined image data -+ - } - - texture.source = source; -+ - texture.uuid = data.uuid; -- if (data.name !== undefined) texture.name = data.name; -- if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING); -- if (data.offset !== undefined) texture.offset.fromArray(data.offset); -- if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat); -- if (data.center !== undefined) texture.center.fromArray(data.center); -- if (data.rotation !== undefined) texture.rotation = data.rotation; -- if (data.wrap !== undefined) { -- texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING); -- texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING); -- } -- if (data.format !== undefined) texture.format = data.format; -- if (data.type !== undefined) texture.type = data.type; -- if (data.encoding !== undefined) texture.encoding = data.encoding; -- if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER); -- if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER); -- if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy; -- if (data.flipY !== undefined) texture.flipY = data.flipY; -- if (data.generateMipmaps !== undefined) texture.generateMipmaps = data.generateMipmaps; -- if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha; -- if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment; -- if (data.userData !== undefined) texture.userData = data.userData; -- textures[data.uuid] = texture; -+ -+ if ( data.name !== undefined ) texture.name = data.name; -+ -+ if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); -+ -+ if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); -+ if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); -+ if ( data.center !== undefined ) texture.center.fromArray( data.center ); -+ if ( data.rotation !== undefined ) texture.rotation = data.rotation; -+ -+ if ( data.wrap !== undefined ) { -+ -+ texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); -+ texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); -+ -+ } -+ -+ if ( data.format !== undefined ) texture.format = data.format; -+ if ( data.type !== undefined ) texture.type = data.type; -+ if ( data.encoding !== undefined ) texture.encoding = data.encoding; -+ -+ if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); -+ if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); -+ if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; -+ -+ if ( data.flipY !== undefined ) texture.flipY = data.flipY; -+ -+ if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; -+ if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; -+ if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; -+ -+ if ( data.userData !== undefined ) texture.userData = data.userData; -+ -+ textures[ data.uuid ] = texture; -+ - } -+ - } -+ - return textures; -+ - } -- parseObject(data, geometries, materials, textures, animations) { -+ -+ parseObject( data, geometries, materials, textures, animations ) { -+ - let object; -- function getGeometry(name) { -- if (geometries[name] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined geometry', name); -+ -+ function getGeometry( name ) { -+ -+ if ( geometries[ name ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); -+ - } -- return geometries[name]; -+ -+ return geometries[ name ]; -+ - } -- function getMaterial(name) { -- if (name === undefined) return undefined; -- if (Array.isArray(name)) { -+ -+ function getMaterial( name ) { -+ -+ if ( name === undefined ) return undefined; -+ -+ if ( Array.isArray( name ) ) { -+ - const array = []; -- for (let i = 0, l = name.length; i < l; i++) { -- const uuid = name[i]; -- if (materials[uuid] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined material', uuid); -+ -+ for ( let i = 0, l = name.length; i < l; i ++ ) { -+ -+ const uuid = name[ i ]; -+ -+ if ( materials[ uuid ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); -+ - } -- array.push(materials[uuid]); -+ -+ array.push( materials[ uuid ] ); -+ - } -+ - return array; -+ - } -- if (materials[name] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined material', name); -+ -+ if ( materials[ name ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined material', name ); -+ - } -- return materials[name]; -+ -+ return materials[ name ]; -+ - } -- function getTexture(uuid) { -- if (textures[uuid] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined texture', uuid); -+ -+ function getTexture( uuid ) { -+ -+ if ( textures[ uuid ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined texture', uuid ); -+ - } -- return textures[uuid]; -+ -+ return textures[ uuid ]; -+ - } -+ - let geometry, material; -- switch (data.type) { -+ -+ switch ( data.type ) { -+ - case 'Scene': -+ - object = new Scene(); -- if (data.background !== undefined) { -- if (Number.isInteger(data.background)) { -- object.background = new Color(data.background); -+ -+ if ( data.background !== undefined ) { -+ -+ if ( Number.isInteger( data.background ) ) { -+ -+ object.background = new Color( data.background ); -+ - } else { -- object.background = getTexture(data.background); -+ -+ object.background = getTexture( data.background ); -+ - } -+ - } -- if (data.environment !== undefined) { -- object.environment = getTexture(data.environment); -+ -+ if ( data.environment !== undefined ) { -+ -+ object.environment = getTexture( data.environment ); -+ - } -- if (data.fog !== undefined) { -- if (data.fog.type === 'Fog') { -- object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far); -- } else if (data.fog.type === 'FogExp2') { -- object.fog = new FogExp2(data.fog.color, data.fog.density); -+ -+ if ( data.fog !== undefined ) { -+ -+ if ( data.fog.type === 'Fog' ) { -+ -+ object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); -+ -+ } else if ( data.fog.type === 'FogExp2' ) { -+ -+ object.fog = new FogExp2( data.fog.color, data.fog.density ); -+ - } -+ - } -- if (data.backgroundBlurriness !== undefined) object.backgroundBlurriness = data.backgroundBlurriness; -+ -+ if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; -+ if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; -+ - break; -+ - case 'PerspectiveCamera': -- object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far); -- if (data.focus !== undefined) object.focus = data.focus; -- if (data.zoom !== undefined) object.zoom = data.zoom; -- if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge; -- if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset; -- if (data.view !== undefined) object.view = Object.assign({}, data.view); -+ -+ object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); -+ -+ if ( data.focus !== undefined ) object.focus = data.focus; -+ if ( data.zoom !== undefined ) object.zoom = data.zoom; -+ if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; -+ if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; -+ if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); -+ - break; -+ - case 'OrthographicCamera': -- object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far); -- if (data.zoom !== undefined) object.zoom = data.zoom; -- if (data.view !== undefined) object.view = Object.assign({}, data.view); -+ -+ object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); -+ -+ if ( data.zoom !== undefined ) object.zoom = data.zoom; -+ if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); -+ - break; -+ - case 'AmbientLight': -- object = new AmbientLight(data.color, data.intensity); -+ -+ object = new AmbientLight( data.color, data.intensity ); -+ - break; -+ - case 'DirectionalLight': -- object = new DirectionalLight(data.color, data.intensity); -+ -+ object = new DirectionalLight( data.color, data.intensity ); -+ - break; -+ - case 'PointLight': -- object = new PointLight(data.color, data.intensity, data.distance, data.decay); -+ -+ object = new PointLight( data.color, data.intensity, data.distance, data.decay ); -+ - break; -+ - case 'RectAreaLight': -- object = new RectAreaLight(data.color, data.intensity, data.width, data.height); -+ -+ object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); -+ - break; -+ - case 'SpotLight': -- object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay); -+ -+ object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); -+ - break; -+ - case 'HemisphereLight': -- object = new HemisphereLight(data.color, data.groundColor, data.intensity); -+ -+ object = new HemisphereLight( data.color, data.groundColor, data.intensity ); -+ - break; -+ - case 'LightProbe': -- object = new LightProbe().fromJSON(data); -+ -+ object = new LightProbe().fromJSON( data ); -+ - break; -+ - case 'SkinnedMesh': -- geometry = getGeometry(data.geometry); -- material = getMaterial(data.material); -- object = new SkinnedMesh(geometry, material); -- if (data.bindMode !== undefined) object.bindMode = data.bindMode; -- if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix); -- if (data.skeleton !== undefined) object.skeleton = data.skeleton; -+ -+ geometry = getGeometry( data.geometry ); -+ material = getMaterial( data.material ); -+ -+ object = new SkinnedMesh( geometry, material ); -+ -+ if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; -+ if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); -+ if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; -+ - break; -+ - case 'Mesh': -- geometry = getGeometry(data.geometry); -- material = getMaterial(data.material); -- object = new Mesh(geometry, material); -+ -+ geometry = getGeometry( data.geometry ); -+ material = getMaterial( data.material ); -+ -+ object = new Mesh( geometry, material ); -+ - break; -+ - case 'InstancedMesh': -- geometry = getGeometry(data.geometry); -- material = getMaterial(data.material); -+ -+ geometry = getGeometry( data.geometry ); -+ material = getMaterial( data.material ); - const count = data.count; - const instanceMatrix = data.instanceMatrix; - const instanceColor = data.instanceColor; -- object = new InstancedMesh(geometry, material, count); -- object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16); -- if (instanceColor !== undefined) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize); -+ -+ object = new InstancedMesh( geometry, material, count ); -+ object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); -+ if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); -+ - break; -+ - case 'LOD': -+ - object = new LOD(); -+ - break; -+ - case 'Line': -- object = new Line(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'LineLoop': -- object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'LineSegments': -- object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'PointCloud': - case 'Points': -- object = new Points(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'Sprite': -- object = new Sprite(getMaterial(data.material)); -+ -+ object = new Sprite( getMaterial( data.material ) ); -+ - break; -+ - case 'Group': -+ - object = new Group(); -+ - break; -+ - case 'Bone': -+ - object = new Bone(); -+ - break; -+ - default: -+ - object = new Object3D(); -+ - } -+ - object.uuid = data.uuid; -- if (data.name !== undefined) object.name = data.name; -- if (data.matrix !== undefined) { -- object.matrix.fromArray(data.matrix); -- if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate; -- if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale); -+ -+ if ( data.name !== undefined ) object.name = data.name; -+ -+ if ( data.matrix !== undefined ) { -+ -+ object.matrix.fromArray( data.matrix ); -+ -+ if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; -+ if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); -+ - } else { -- if (data.position !== undefined) object.position.fromArray(data.position); -- if (data.rotation !== undefined) object.rotation.fromArray(data.rotation); -- if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion); -- if (data.scale !== undefined) object.scale.fromArray(data.scale); -- } -- if (data.castShadow !== undefined) object.castShadow = data.castShadow; -- if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow; -- if (data.shadow) { -- if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias; -- if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias; -- if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius; -- if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize); -- if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera); -- } -- if (data.visible !== undefined) object.visible = data.visible; -- if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled; -- if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder; -- if (data.userData !== undefined) object.userData = data.userData; -- if (data.layers !== undefined) object.layers.mask = data.layers; -- if (data.children !== undefined) { -+ -+ if ( data.position !== undefined ) object.position.fromArray( data.position ); -+ if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); -+ if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); -+ if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); -+ -+ } -+ -+ if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; -+ if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; -+ -+ if ( data.shadow ) { -+ -+ if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; -+ if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; -+ if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; -+ if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); -+ if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); -+ -+ } -+ -+ if ( data.visible !== undefined ) object.visible = data.visible; -+ if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; -+ if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; -+ if ( data.userData !== undefined ) object.userData = data.userData; -+ if ( data.layers !== undefined ) object.layers.mask = data.layers; -+ -+ if ( data.children !== undefined ) { -+ - const children = data.children; -- for (let i = 0; i < children.length; i++) { -- object.add(this.parseObject(children[i], geometries, materials, textures, animations)); -+ -+ for ( let i = 0; i < children.length; i ++ ) { -+ -+ object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) ); -+ - } -+ - } -- if (data.animations !== undefined) { -+ -+ if ( data.animations !== undefined ) { -+ - const objectAnimations = data.animations; -- for (let i = 0; i < objectAnimations.length; i++) { -- const uuid = objectAnimations[i]; -- object.animations.push(animations[uuid]); -+ -+ for ( let i = 0; i < objectAnimations.length; i ++ ) { -+ -+ const uuid = objectAnimations[ i ]; -+ -+ object.animations.push( animations[ uuid ] ); -+ - } -+ - } -- if (data.type === 'LOD') { -- if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate; -+ -+ if ( data.type === 'LOD' ) { -+ -+ if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; -+ - const levels = data.levels; -- for (let l = 0; l < levels.length; l++) { -- const level = levels[l]; -- const child = object.getObjectByProperty('uuid', level.object); -- if (child !== undefined) { -- object.addLevel(child, level.distance, level.hysteresis); -+ -+ for ( let l = 0; l < levels.length; l ++ ) { -+ -+ const level = levels[ l ]; -+ const child = object.getObjectByProperty( 'uuid', level.object ); -+ -+ if ( child !== undefined ) { -+ -+ object.addLevel( child, level.distance, level.hysteresis ); -+ - } -+ - } -+ - } -+ - return object; -+ - } -- bindSkeletons(object, skeletons) { -- if (Object.keys(skeletons).length === 0) return; -- object.traverse(function (child) { -- if (child.isSkinnedMesh === true && child.skeleton !== undefined) { -- const skeleton = skeletons[child.skeleton]; -- if (skeleton === undefined) { -- console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton); -+ -+ bindSkeletons( object, skeletons ) { -+ -+ if ( Object.keys( skeletons ).length === 0 ) return; -+ -+ object.traverse( function ( child ) { -+ -+ if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) { -+ -+ const skeleton = skeletons[ child.skeleton ]; -+ -+ if ( skeleton === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton ); -+ - } else { -- child.bind(skeleton, child.bindMatrix); -+ -+ child.bind( skeleton, child.bindMatrix ); -+ - } -+ - } -- }); -+ -+ } ); -+ - } -+ - } -+ - const TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, -@@ -27976,11 +43945,13 @@ const TEXTURE_MAPPING = { - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping - }; -+ - const TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping - }; -+ - const TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipmapNearestFilter: NearestMipmapNearestFilter, -@@ -27991,146 +43962,242 @@ const TEXTURE_FILTER = { - }; - - class ImageBitmapLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - this.isImageBitmapLoader = true; -- if (typeof createImageBitmap === 'undefined') { -- console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.'); -+ -+ if ( typeof createImageBitmap === 'undefined' ) { -+ -+ console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); -+ - } -- if (typeof fetch === 'undefined') { -- console.warn('THREE.ImageBitmapLoader: fetch() not supported.'); -+ -+ if ( typeof fetch === 'undefined' ) { -+ -+ console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); -+ - } -- this.options = { -- premultiplyAlpha: 'none' -- }; -+ -+ this.options = { premultiplyAlpha: 'none' }; -+ - } -- setOptions(options) { -+ -+ setOptions( options ) { -+ - this.options = options; -+ - return this; -+ - } -- load(url, onLoad, onProgress, onError) { -- if (url === undefined) url = ''; -- if (this.path !== undefined) url = this.path + url; -- url = this.manager.resolveURL(url); -+ -+ load( url, onLoad, onProgress, onError ) { -+ -+ if ( url === undefined ) url = ''; -+ -+ if ( this.path !== undefined ) url = this.path + url; -+ -+ url = this.manager.resolveURL( url ); -+ - const scope = this; -- const cached = Cache.get(url); -- if (cached !== undefined) { -- scope.manager.itemStart(url); -- setTimeout(function () { -- if (onLoad) onLoad(cached); -- scope.manager.itemEnd(url); -- }, 0); -+ -+ const cached = Cache.get( url ); -+ -+ if ( cached !== undefined ) { -+ -+ scope.manager.itemStart( url ); -+ -+ setTimeout( function () { -+ -+ if ( onLoad ) onLoad( cached ); -+ -+ scope.manager.itemEnd( url ); -+ -+ }, 0 ); -+ - return cached; -+ - } -+ - const fetchOptions = {}; -- fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include'; -+ fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; - fetchOptions.headers = this.requestHeader; -- fetch(url, fetchOptions).then(function (res) { -+ -+ fetch( url, fetchOptions ).then( function ( res ) { -+ - return res.blob(); -- }).then(function (blob) { -- return createImageBitmap(blob, Object.assign(scope.options, { -- colorSpaceConversion: 'none' -- })); -- }).then(function (imageBitmap) { -- Cache.add(url, imageBitmap); -- if (onLoad) onLoad(imageBitmap); -- scope.manager.itemEnd(url); -- }).catch(function (e) { -- if (onError) onError(e); -- scope.manager.itemError(url); -- scope.manager.itemEnd(url); -- }); -- scope.manager.itemStart(url); -+ -+ } ).then( function ( blob ) { -+ -+ return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); -+ -+ } ).then( function ( imageBitmap ) { -+ -+ Cache.add( url, imageBitmap ); -+ -+ if ( onLoad ) onLoad( imageBitmap ); -+ -+ scope.manager.itemEnd( url ); -+ -+ } ).catch( function ( e ) { -+ -+ if ( onError ) onError( e ); -+ -+ scope.manager.itemError( url ); -+ scope.manager.itemEnd( url ); -+ -+ } ); -+ -+ scope.manager.itemStart( url ); -+ - } -+ - } - - let _context; -+ - class AudioContext { -+ - static getContext() { -- if (_context === undefined) { -- _context = new (window.AudioContext || window.webkitAudioContext)(); -+ -+ if ( _context === undefined ) { -+ -+ _context = new ( window.AudioContext || window.webkitAudioContext )(); -+ - } -+ - return _context; -+ - } -- static setContext(value) { -+ -+ static setContext( value ) { -+ - _context = value; -+ - } -+ - } - - class AudioLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(this.manager); -- loader.setResponseType('arraybuffer'); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- loader.load(url, function (buffer) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setResponseType( 'arraybuffer' ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ loader.load( url, function ( buffer ) { -+ - try { -+ - // Create a copy of the buffer. The `decodeAudioData` method - // detaches the buffer when complete, preventing reuse. -- const bufferCopy = buffer.slice(0); -+ const bufferCopy = buffer.slice( 0 ); -+ - const context = AudioContext.getContext(); -- context.decodeAudioData(bufferCopy, function (audioBuffer) { -- onLoad(audioBuffer); -- }); -- } catch (e) { -- if (onError) { -- onError(e); -+ context.decodeAudioData( bufferCopy, function ( audioBuffer ) { -+ -+ onLoad( audioBuffer ); -+ -+ } ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -+ - } - - class HemisphereLightProbe extends LightProbe { -- constructor(skyColor, groundColor, intensity = 1) { -- super(undefined, intensity); -+ -+ constructor( skyColor, groundColor, intensity = 1 ) { -+ -+ super( undefined, intensity ); -+ - this.isHemisphereLightProbe = true; -- const color1 = new Color().set(skyColor); -- const color2 = new Color().set(groundColor); -- const sky = new Vector3(color1.r, color1.g, color1.b); -- const ground = new Vector3(color2.r, color2.g, color2.b); -+ -+ const color1 = new Color().set( skyColor ); -+ const color2 = new Color().set( groundColor ); -+ -+ const sky = new Vector3( color1.r, color1.g, color1.b ); -+ const ground = new Vector3( color2.r, color2.g, color2.b ); - - // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); -- const c0 = Math.sqrt(Math.PI); -- const c1 = c0 * Math.sqrt(0.75); -- this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0); -- this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1); -+ const c0 = Math.sqrt( Math.PI ); -+ const c1 = c0 * Math.sqrt( 0.75 ); -+ -+ this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 ); -+ this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 ); -+ - } -+ - } - - class AmbientLightProbe extends LightProbe { -- constructor(color, intensity = 1) { -- super(undefined, intensity); -+ -+ constructor( color, intensity = 1 ) { -+ -+ super( undefined, intensity ); -+ - this.isAmbientLightProbe = true; -- const color1 = new Color().set(color); -+ -+ const color1 = new Color().set( color ); - - // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); -- this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI)); -+ this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) ); -+ - } -+ - } - --const _eyeRight = /*@__PURE__*/new Matrix4(); --const _eyeLeft = /*@__PURE__*/new Matrix4(); --const _projectionMatrix = /*@__PURE__*/new Matrix4(); -+const _eyeRight = /*@__PURE__*/ new Matrix4(); -+const _eyeLeft = /*@__PURE__*/ new Matrix4(); -+const _projectionMatrix = /*@__PURE__*/ new Matrix4(); -+ - class StereoCamera { -+ - constructor() { -+ - this.type = 'StereoCamera'; -+ - this.aspect = 1; -+ - this.eyeSep = 0.064; -+ - this.cameraL = new PerspectiveCamera(); -- this.cameraL.layers.enable(1); -+ this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; -+ - this.cameraR = new PerspectiveCamera(); -- this.cameraR.layers.enable(2); -+ this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; -+ - this._cache = { - focus: null, - fov: null, -@@ -28140,11 +44207,19 @@ class StereoCamera { - zoom: null, - eyeSep: null - }; -+ - } -- update(camera) { -+ -+ update( camera ) { -+ - const cache = this._cache; -- const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; -- if (needsUpdate) { -+ -+ const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || -+ cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || -+ cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; -+ -+ if ( needsUpdate ) { -+ - cache.focus = camera.focus; - cache.fov = camera.fov; - cache.aspect = camera.aspect * this.aspect; -@@ -28156,168 +44231,265 @@ class StereoCamera { - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - -- _projectionMatrix.copy(camera.projectionMatrix); -+ _projectionMatrix.copy( camera.projectionMatrix ); - const eyeSepHalf = cache.eyeSep / 2; - const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; -- const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom; -+ const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; - let xmin, xmax; - - // translate xOffset - -- _eyeLeft.elements[12] = -eyeSepHalf; -- _eyeRight.elements[12] = eyeSepHalf; -+ _eyeLeft.elements[ 12 ] = - eyeSepHalf; -+ _eyeRight.elements[ 12 ] = eyeSepHalf; - - // for left eye - -- xmin = -ymax * cache.aspect + eyeSepOnProjection; -+ xmin = - ymax * cache.aspect + eyeSepOnProjection; - xmax = ymax * cache.aspect + eyeSepOnProjection; -- _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin); -- _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin); -- this.cameraL.projectionMatrix.copy(_projectionMatrix); -+ -+ _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); -+ _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); -+ -+ this.cameraL.projectionMatrix.copy( _projectionMatrix ); - - // for right eye - -- xmin = -ymax * cache.aspect - eyeSepOnProjection; -+ xmin = - ymax * cache.aspect - eyeSepOnProjection; - xmax = ymax * cache.aspect - eyeSepOnProjection; -- _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin); -- _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin); -- this.cameraR.projectionMatrix.copy(_projectionMatrix); -+ -+ _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); -+ _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); -+ -+ this.cameraR.projectionMatrix.copy( _projectionMatrix ); -+ - } -- this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft); -- this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight); -+ -+ this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); -+ this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); -+ - } -+ - } - - class Clock { -- constructor(autoStart = true) { -+ -+ constructor( autoStart = true ) { -+ - this.autoStart = autoStart; -+ - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; -+ - this.running = false; -+ - } -+ - start() { -+ - this.startTime = now(); -+ - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; -+ - } -+ - stop() { -+ - this.getElapsedTime(); - this.running = false; - this.autoStart = false; -+ - } -+ - getElapsedTime() { -+ - this.getDelta(); - return this.elapsedTime; -+ - } -+ - getDelta() { -+ - let diff = 0; -- if (this.autoStart && !this.running) { -+ -+ if ( this.autoStart && ! this.running ) { -+ - this.start(); - return 0; -+ - } -- if (this.running) { -+ -+ if ( this.running ) { -+ - const newTime = now(); -- diff = (newTime - this.oldTime) / 1000; -+ -+ diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; -+ - this.elapsedTime += diff; -+ - } -+ - return diff; -+ - } -+ - } -+ - function now() { -- return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732 -+ -+ return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 -+ - } - --const _position$1 = /*@__PURE__*/new Vector3(); --const _quaternion$1 = /*@__PURE__*/new Quaternion(); --const _scale$1 = /*@__PURE__*/new Vector3(); --const _orientation$1 = /*@__PURE__*/new Vector3(); -+const _position$1 = /*@__PURE__*/ new Vector3(); -+const _quaternion$1 = /*@__PURE__*/ new Quaternion(); -+const _scale$1 = /*@__PURE__*/ new Vector3(); -+const _orientation$1 = /*@__PURE__*/ new Vector3(); -+ - class AudioListener extends Object3D { -+ - constructor() { -+ - super(); -+ - this.type = 'AudioListener'; -+ - this.context = AudioContext.getContext(); -+ - this.gain = this.context.createGain(); -- this.gain.connect(this.context.destination); -+ this.gain.connect( this.context.destination ); -+ - this.filter = null; -+ - this.timeDelta = 0; - - // private - - this._clock = new Clock(); -+ - } -+ - getInput() { -+ - return this.gain; -+ - } -+ - removeFilter() { -- if (this.filter !== null) { -- this.gain.disconnect(this.filter); -- this.filter.disconnect(this.context.destination); -- this.gain.connect(this.context.destination); -+ -+ if ( this.filter !== null ) { -+ -+ this.gain.disconnect( this.filter ); -+ this.filter.disconnect( this.context.destination ); -+ this.gain.connect( this.context.destination ); - this.filter = null; -+ - } -+ - return this; -+ - } -+ - getFilter() { -+ - return this.filter; -+ - } -- setFilter(value) { -- if (this.filter !== null) { -- this.gain.disconnect(this.filter); -- this.filter.disconnect(this.context.destination); -+ -+ setFilter( value ) { -+ -+ if ( this.filter !== null ) { -+ -+ this.gain.disconnect( this.filter ); -+ this.filter.disconnect( this.context.destination ); -+ - } else { -- this.gain.disconnect(this.context.destination); -+ -+ this.gain.disconnect( this.context.destination ); -+ - } -+ - this.filter = value; -- this.gain.connect(this.filter); -- this.filter.connect(this.context.destination); -+ this.gain.connect( this.filter ); -+ this.filter.connect( this.context.destination ); -+ - return this; -+ - } -+ - getMasterVolume() { -+ - return this.gain.gain.value; -+ - } -- setMasterVolume(value) { -- this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01); -+ -+ setMasterVolume( value ) { -+ -+ this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); -+ - return this; -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ - const listener = this.context.listener; - const up = this.up; -+ - this.timeDelta = this._clock.getDelta(); -- this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1); -- _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1); -- if (listener.positionX) { -+ -+ this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); -+ -+ _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 ); -+ -+ if ( listener.positionX ) { -+ - // code path for Chrome (see #14393) - - const endTime = this.context.currentTime + this.timeDelta; -- listener.positionX.linearRampToValueAtTime(_position$1.x, endTime); -- listener.positionY.linearRampToValueAtTime(_position$1.y, endTime); -- listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime); -- listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime); -- listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime); -- listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime); -- listener.upX.linearRampToValueAtTime(up.x, endTime); -- listener.upY.linearRampToValueAtTime(up.y, endTime); -- listener.upZ.linearRampToValueAtTime(up.z, endTime); -+ -+ listener.positionX.linearRampToValueAtTime( _position$1.x, endTime ); -+ listener.positionY.linearRampToValueAtTime( _position$1.y, endTime ); -+ listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime ); -+ listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime ); -+ listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime ); -+ listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime ); -+ listener.upX.linearRampToValueAtTime( up.x, endTime ); -+ listener.upY.linearRampToValueAtTime( up.y, endTime ); -+ listener.upZ.linearRampToValueAtTime( up.z, endTime ); -+ - } else { -- listener.setPosition(_position$1.x, _position$1.y, _position$1.z); -- listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z); -+ -+ listener.setPosition( _position$1.x, _position$1.y, _position$1.z ); -+ listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z ); -+ - } -+ - } -+ - } - - class Audio extends Object3D { -- constructor(listener) { -+ -+ constructor( listener ) { -+ - super(); -+ - this.type = 'Audio'; -+ - this.listener = listener; - this.context = listener.context; -+ - this.gain = this.context.createGain(); -- this.gain.connect(listener.getInput()); -+ this.gain.connect( listener.getInput() ); -+ - this.autoplay = false; -+ - this.buffer = null; - this.detune = 0; - this.loop = false; -@@ -28330,306 +44502,548 @@ class Audio extends Object3D { - this.hasPlaybackControl = true; - this.source = null; - this.sourceType = 'empty'; -+ - this._startedAt = 0; - this._progress = 0; - this._connected = false; -+ - this.filters = []; -+ - } -+ - getOutput() { -+ - return this.gain; -+ - } -- setNodeSource(audioNode) { -+ -+ setNodeSource( audioNode ) { -+ - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); -+ - return this; -+ - } -- setMediaElementSource(mediaElement) { -+ -+ setMediaElementSource( mediaElement ) { -+ - this.hasPlaybackControl = false; - this.sourceType = 'mediaNode'; -- this.source = this.context.createMediaElementSource(mediaElement); -+ this.source = this.context.createMediaElementSource( mediaElement ); - this.connect(); -+ - return this; -+ - } -- setMediaStreamSource(mediaStream) { -+ -+ setMediaStreamSource( mediaStream ) { -+ - this.hasPlaybackControl = false; - this.sourceType = 'mediaStreamNode'; -- this.source = this.context.createMediaStreamSource(mediaStream); -+ this.source = this.context.createMediaStreamSource( mediaStream ); - this.connect(); -+ - return this; -+ - } -- setBuffer(audioBuffer) { -+ -+ setBuffer( audioBuffer ) { -+ - this.buffer = audioBuffer; - this.sourceType = 'buffer'; -- if (this.autoplay) this.play(); -+ -+ if ( this.autoplay ) this.play(); -+ - return this; -+ - } -- play(delay = 0) { -- if (this.isPlaying === true) { -- console.warn('THREE.Audio: Audio is already playing.'); -+ -+ play( delay = 0 ) { -+ -+ if ( this.isPlaying === true ) { -+ -+ console.warn( 'THREE.Audio: Audio is already playing.' ); - return; -+ - } -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this._startedAt = this.context.currentTime + delay; -+ - const source = this.context.createBufferSource(); - source.buffer = this.buffer; - source.loop = this.loop; - source.loopStart = this.loopStart; - source.loopEnd = this.loopEnd; -- source.onended = this.onEnded.bind(this); -- source.start(this._startedAt, this._progress + this.offset, this.duration); -+ source.onended = this.onEnded.bind( this ); -+ source.start( this._startedAt, this._progress + this.offset, this.duration ); -+ - this.isPlaying = true; -+ - this.source = source; -- this.setDetune(this.detune); -- this.setPlaybackRate(this.playbackRate); -+ -+ this.setDetune( this.detune ); -+ this.setPlaybackRate( this.playbackRate ); -+ - return this.connect(); -+ - } -+ - pause() { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -- if (this.isPlaying === true) { -+ -+ if ( this.isPlaying === true ) { -+ - // update current progress - -- this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate; -- if (this.loop === true) { -+ this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; -+ -+ if ( this.loop === true ) { -+ - // ensure _progress does not exceed duration with looped audios - -- this._progress = this._progress % (this.duration || this.buffer.duration); -+ this._progress = this._progress % ( this.duration || this.buffer.duration ); -+ - } -+ - this.source.stop(); - this.source.onended = null; -+ - this.isPlaying = false; -+ - } -+ - return this; -+ - } -+ - stop() { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this._progress = 0; -+ - this.source.stop(); - this.source.onended = null; - this.isPlaying = false; -+ - return this; -+ - } -+ - connect() { -- if (this.filters.length > 0) { -- this.source.connect(this.filters[0]); -- for (let i = 1, l = this.filters.length; i < l; i++) { -- this.filters[i - 1].connect(this.filters[i]); -+ -+ if ( this.filters.length > 0 ) { -+ -+ this.source.connect( this.filters[ 0 ] ); -+ -+ for ( let i = 1, l = this.filters.length; i < l; i ++ ) { -+ -+ this.filters[ i - 1 ].connect( this.filters[ i ] ); -+ - } -- this.filters[this.filters.length - 1].connect(this.getOutput()); -+ -+ this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); -+ - } else { -- this.source.connect(this.getOutput()); -+ -+ this.source.connect( this.getOutput() ); -+ - } -+ - this._connected = true; -+ - return this; -+ - } -+ - disconnect() { -- if (this.filters.length > 0) { -- this.source.disconnect(this.filters[0]); -- for (let i = 1, l = this.filters.length; i < l; i++) { -- this.filters[i - 1].disconnect(this.filters[i]); -+ -+ if ( this.filters.length > 0 ) { -+ -+ this.source.disconnect( this.filters[ 0 ] ); -+ -+ for ( let i = 1, l = this.filters.length; i < l; i ++ ) { -+ -+ this.filters[ i - 1 ].disconnect( this.filters[ i ] ); -+ - } -- this.filters[this.filters.length - 1].disconnect(this.getOutput()); -+ -+ this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); -+ - } else { -- this.source.disconnect(this.getOutput()); -+ -+ this.source.disconnect( this.getOutput() ); -+ - } -+ - this._connected = false; -+ - return this; -+ - } -+ - getFilters() { -+ - return this.filters; -+ - } -- setFilters(value) { -- if (!value) value = []; -- if (this._connected === true) { -+ -+ setFilters( value ) { -+ -+ if ( ! value ) value = []; -+ -+ if ( this._connected === true ) { -+ - this.disconnect(); - this.filters = value.slice(); - this.connect(); -+ - } else { -+ - this.filters = value.slice(); -+ - } -+ - return this; -+ - } -- setDetune(value) { -+ -+ setDetune( value ) { -+ - this.detune = value; -- if (this.source.detune === undefined) return; // only set detune when available - -- if (this.isPlaying === true) { -- this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01); -+ if ( this.source.detune === undefined ) return; // only set detune when available -+ -+ if ( this.isPlaying === true ) { -+ -+ this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); -+ - } -+ - return this; -+ - } -+ - getDetune() { -+ - return this.detune; -+ - } -+ - getFilter() { -- return this.getFilters()[0]; -+ -+ return this.getFilters()[ 0 ]; -+ - } -- setFilter(filter) { -- return this.setFilters(filter ? [filter] : []); -+ -+ setFilter( filter ) { -+ -+ return this.setFilters( filter ? [ filter ] : [] ); -+ - } -- setPlaybackRate(value) { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ setPlaybackRate( value ) { -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this.playbackRate = value; -- if (this.isPlaying === true) { -- this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01); -+ -+ if ( this.isPlaying === true ) { -+ -+ this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); -+ - } -+ - return this; -+ - } -+ - getPlaybackRate() { -+ - return this.playbackRate; -+ - } -+ - onEnded() { -+ - this.isPlaying = false; -+ - } -+ - getLoop() { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; -+ - } -+ - return this.loop; -+ - } -- setLoop(value) { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ setLoop( value ) { -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this.loop = value; -- if (this.isPlaying === true) { -+ -+ if ( this.isPlaying === true ) { -+ - this.source.loop = this.loop; -+ - } -+ - return this; -+ - } -- setLoopStart(value) { -+ -+ setLoopStart( value ) { -+ - this.loopStart = value; -+ - return this; -+ - } -- setLoopEnd(value) { -+ -+ setLoopEnd( value ) { -+ - this.loopEnd = value; -+ - return this; -+ - } -+ - getVolume() { -+ - return this.gain.gain.value; -+ - } -- setVolume(value) { -- this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01); -+ -+ setVolume( value ) { -+ -+ this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); -+ - return this; -+ - } -+ - } - --const _position = /*@__PURE__*/new Vector3(); --const _quaternion = /*@__PURE__*/new Quaternion(); --const _scale = /*@__PURE__*/new Vector3(); --const _orientation = /*@__PURE__*/new Vector3(); -+const _position = /*@__PURE__*/ new Vector3(); -+const _quaternion = /*@__PURE__*/ new Quaternion(); -+const _scale = /*@__PURE__*/ new Vector3(); -+const _orientation = /*@__PURE__*/ new Vector3(); -+ - class PositionalAudio extends Audio { -- constructor(listener) { -- super(listener); -+ -+ constructor( listener ) { -+ -+ super( listener ); -+ - this.panner = this.context.createPanner(); - this.panner.panningModel = 'HRTF'; -- this.panner.connect(this.gain); -+ this.panner.connect( this.gain ); -+ - } -+ - disconnect() { -+ - super.disconnect(); -- this.panner.disconnect(this.gain); -+ -+ this.panner.disconnect( this.gain ); -+ - } -+ - getOutput() { -+ - return this.panner; -+ - } -+ - getRefDistance() { -+ - return this.panner.refDistance; -+ - } -- setRefDistance(value) { -+ -+ setRefDistance( value ) { -+ - this.panner.refDistance = value; -+ - return this; -+ - } -+ - getRolloffFactor() { -+ - return this.panner.rolloffFactor; -+ - } -- setRolloffFactor(value) { -+ -+ setRolloffFactor( value ) { -+ - this.panner.rolloffFactor = value; -+ - return this; -+ - } -+ - getDistanceModel() { -+ - return this.panner.distanceModel; -+ - } -- setDistanceModel(value) { -+ -+ setDistanceModel( value ) { -+ - this.panner.distanceModel = value; -+ - return this; -+ - } -+ - getMaxDistance() { -+ - return this.panner.maxDistance; -+ - } -- setMaxDistance(value) { -+ -+ setMaxDistance( value ) { -+ - this.panner.maxDistance = value; -+ - return this; -+ - } -- setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) { -+ -+ setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { -+ - this.panner.coneInnerAngle = coneInnerAngle; - this.panner.coneOuterAngle = coneOuterAngle; - this.panner.coneOuterGain = coneOuterGain; -+ - return this; -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -- if (this.hasPlaybackControl === true && this.isPlaying === false) return; -- this.matrixWorld.decompose(_position, _quaternion, _scale); -- _orientation.set(0, 0, 1).applyQuaternion(_quaternion); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ -+ if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; -+ -+ this.matrixWorld.decompose( _position, _quaternion, _scale ); -+ -+ _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); -+ - const panner = this.panner; -- if (panner.positionX) { -+ -+ if ( panner.positionX ) { -+ - // code path for Chrome and Firefox (see #14393) - - const endTime = this.context.currentTime + this.listener.timeDelta; -- panner.positionX.linearRampToValueAtTime(_position.x, endTime); -- panner.positionY.linearRampToValueAtTime(_position.y, endTime); -- panner.positionZ.linearRampToValueAtTime(_position.z, endTime); -- panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime); -- panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime); -- panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime); -+ -+ panner.positionX.linearRampToValueAtTime( _position.x, endTime ); -+ panner.positionY.linearRampToValueAtTime( _position.y, endTime ); -+ panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); -+ panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); -+ panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); -+ panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); -+ - } else { -- panner.setPosition(_position.x, _position.y, _position.z); -- panner.setOrientation(_orientation.x, _orientation.y, _orientation.z); -+ -+ panner.setPosition( _position.x, _position.y, _position.z ); -+ panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); -+ - } -+ - } -+ - } - - class AudioAnalyser { -- constructor(audio, fftSize = 2048) { -+ -+ constructor( audio, fftSize = 2048 ) { -+ - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize; -- this.data = new Uint8Array(this.analyser.frequencyBinCount); -- audio.getOutput().connect(this.analyser); -+ -+ this.data = new Uint8Array( this.analyser.frequencyBinCount ); -+ -+ audio.getOutput().connect( this.analyser ); -+ - } -+ -+ - getFrequencyData() { -- this.analyser.getByteFrequencyData(this.data); -+ -+ this.analyser.getByteFrequencyData( this.data ); -+ - return this.data; -+ - } -+ - getAverageFrequency() { -+ - let value = 0; - const data = this.getFrequencyData(); -- for (let i = 0; i < data.length; i++) { -- value += data[i]; -+ -+ for ( let i = 0; i < data.length; i ++ ) { -+ -+ value += data[ i ]; -+ - } -+ - return value / data.length; -+ - } -+ - } - - class PropertyMixer { -- constructor(binding, typeName, valueSize) { -+ -+ constructor( binding, typeName, valueSize ) { -+ - this.binding = binding; - this.valueSize = valueSize; -- let mixFunction, mixFunctionAdditive, setIdentity; -+ -+ let mixFunction, -+ mixFunctionAdditive, -+ setIdentity; - - // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] - // -@@ -28647,14 +45061,17 @@ class PropertyMixer { - // 'work' is optional and is only present for quaternion types. It is used - // to store intermediate quaternion multiplication results - -- switch (typeName) { -+ switch ( typeName ) { -+ - case 'quaternion': - mixFunction = this._slerp; - mixFunctionAdditive = this._slerpAdditive; - setIdentity = this._setAdditiveIdentityQuaternion; -- this.buffer = new Float64Array(valueSize * 6); -+ -+ this.buffer = new Float64Array( valueSize * 6 ); - this._workIndex = 5; - break; -+ - case 'string': - case 'bool': - mixFunction = this._select; -@@ -28662,238 +45079,370 @@ class PropertyMixer { - // Use the regular mix function and for additive on these types, - // additive is not relevant for non-numeric types - mixFunctionAdditive = this._select; -+ - setIdentity = this._setAdditiveIdentityOther; -- this.buffer = new Array(valueSize * 5); -+ -+ this.buffer = new Array( valueSize * 5 ); - break; -+ - default: - mixFunction = this._lerp; - mixFunctionAdditive = this._lerpAdditive; - setIdentity = this._setAdditiveIdentityNumeric; -- this.buffer = new Float64Array(valueSize * 5); -+ -+ this.buffer = new Float64Array( valueSize * 5 ); -+ - } -+ - this._mixBufferRegion = mixFunction; - this._mixBufferRegionAdditive = mixFunctionAdditive; - this._setIdentity = setIdentity; - this._origIndex = 3; - this._addIndex = 4; -+ - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; -+ - this.useCount = 0; - this.referenceCount = 0; -+ - } - - // accumulate data in the 'incoming' region into 'accu' -- accumulate(accuIndex, weight) { -+ accumulate( accuIndex, weight ) { -+ - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place - - const buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride; -+ - let currentWeight = this.cumulativeWeight; -- if (currentWeight === 0) { -+ -+ if ( currentWeight === 0 ) { -+ - // accuN := incoming * weight - -- for (let i = 0; i !== stride; ++i) { -- buffer[offset + i] = buffer[i]; -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ buffer[ offset + i ] = buffer[ i ]; -+ - } -+ - currentWeight = weight; -+ - } else { -+ - // accuN := accuN + incoming * weight - - currentWeight += weight; - const mix = weight / currentWeight; -- this._mixBufferRegion(buffer, offset, 0, mix, stride); -+ this._mixBufferRegion( buffer, offset, 0, mix, stride ); -+ - } -+ - this.cumulativeWeight = currentWeight; -+ - } - - // accumulate data in the 'incoming' region into 'add' -- accumulateAdditive(weight) { -+ accumulateAdditive( weight ) { -+ - const buffer = this.buffer, - stride = this.valueSize, - offset = stride * this._addIndex; -- if (this.cumulativeWeightAdditive === 0) { -+ -+ if ( this.cumulativeWeightAdditive === 0 ) { -+ - // add = identity - - this._setIdentity(); -+ - } - - // add := add + incoming * weight - -- this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride); -+ this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); - this.cumulativeWeightAdditive += weight; -+ - } - - // apply the state of 'accu' to the binding when accus differ -- apply(accuIndex) { -+ apply( accuIndex ) { -+ - const stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, -+ - weight = this.cumulativeWeight, - weightAdditive = this.cumulativeWeightAdditive, -+ - binding = this.binding; -+ - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; -- if (weight < 1) { -+ -+ if ( weight < 1 ) { -+ - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - const originalValueOffset = stride * this._origIndex; -- this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride); -+ -+ this._mixBufferRegion( -+ buffer, offset, originalValueOffset, 1 - weight, stride ); -+ - } -- if (weightAdditive > 0) { -+ -+ if ( weightAdditive > 0 ) { -+ - // accuN := accuN + additive accuN - -- this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride); -+ this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); -+ - } -- for (let i = stride, e = stride + stride; i !== e; ++i) { -- if (buffer[i] !== buffer[i + stride]) { -+ -+ for ( let i = stride, e = stride + stride; i !== e; ++ i ) { -+ -+ if ( buffer[ i ] !== buffer[ i + stride ] ) { -+ - // value has changed -> update scene graph - -- binding.setValue(buffer, offset); -+ binding.setValue( buffer, offset ); - break; -+ - } -+ - } -+ - } - - // remember the state of the bound property and copy it to both accus - saveOriginalState() { -+ - const binding = this.binding; -+ - const buffer = this.buffer, - stride = this.valueSize, -+ - originalValueOffset = stride * this._origIndex; -- binding.getValue(buffer, originalValueOffset); -+ -+ binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original -- for (let i = stride, e = originalValueOffset; i !== e; ++i) { -- buffer[i] = buffer[originalValueOffset + i % stride]; -+ for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { -+ -+ buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; -+ - } - - // Add to identity for additive - this._setIdentity(); -+ - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; -+ - } - - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState() { -+ - const originalValueOffset = this.valueSize * 3; -- this.binding.setValue(this.buffer, originalValueOffset); -+ this.binding.setValue( this.buffer, originalValueOffset ); -+ - } -+ - _setAdditiveIdentityNumeric() { -+ - const startIndex = this._addIndex * this.valueSize; - const endIndex = startIndex + this.valueSize; -- for (let i = startIndex; i < endIndex; i++) { -- this.buffer[i] = 0; -+ -+ for ( let i = startIndex; i < endIndex; i ++ ) { -+ -+ this.buffer[ i ] = 0; -+ - } -+ - } -+ - _setAdditiveIdentityQuaternion() { -+ - this._setAdditiveIdentityNumeric(); -- this.buffer[this._addIndex * this.valueSize + 3] = 1; -+ this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; -+ - } -+ - _setAdditiveIdentityOther() { -+ - const startIndex = this._origIndex * this.valueSize; - const targetIndex = this._addIndex * this.valueSize; -- for (let i = 0; i < this.valueSize; i++) { -- this.buffer[targetIndex + i] = this.buffer[startIndex + i]; -+ -+ for ( let i = 0; i < this.valueSize; i ++ ) { -+ -+ this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; -+ - } -+ - } - -+ - // mix functions - -- _select(buffer, dstOffset, srcOffset, t, stride) { -- if (t >= 0.5) { -- for (let i = 0; i !== stride; ++i) { -- buffer[dstOffset + i] = buffer[srcOffset + i]; -+ _select( buffer, dstOffset, srcOffset, t, stride ) { -+ -+ if ( t >= 0.5 ) { -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; -+ - } -+ - } -+ - } -- _slerp(buffer, dstOffset, srcOffset, t) { -- Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t); -+ -+ _slerp( buffer, dstOffset, srcOffset, t ) { -+ -+ Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); -+ - } -- _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) { -+ -+ _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { -+ - const workOffset = this._workIndex * stride; - - // Store result in intermediate buffer offset -- Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); -+ Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); - - // Slerp to the intermediate result -- Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t); -+ Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); -+ - } -- _lerp(buffer, dstOffset, srcOffset, t, stride) { -+ -+ _lerp( buffer, dstOffset, srcOffset, t, stride ) { -+ - const s = 1 - t; -- for (let i = 0; i !== stride; ++i) { -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ - const j = dstOffset + i; -- buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t; -+ -+ buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; -+ - } -+ - } -- _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) { -- for (let i = 0; i !== stride; ++i) { -+ -+ _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ - const j = dstOffset + i; -- buffer[j] = buffer[j] + buffer[srcOffset + i] * t; -+ -+ buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; -+ - } -+ - } -+ - } - - // Characters [].:/ are reserved for track binding syntax. - const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; --const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); -+const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); - - // Attempts to allow node names from any language. ES5's `\w` regexp matches - // only latin characters, and the unicode \p{L} is not yet supported. So - // instead, we exclude reserved characters and match everything else. - const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; --const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; -+const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - - // Parent directories, delimited by '/' or ':'. Currently unused, but must - // be matched to parse the rest of the track name. --const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); -+const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); - - // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. --const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); -+const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); - - // Object on target node, and accessor. May not contain reserved - // characters. Accessor may contain any character except closing bracket. --const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); -+const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); - - // Property and accessor. May not contain reserved characters. Accessor may - // contain any non-bracket characters. --const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar); --const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$'); --const _supportedObjectNames = ['material', 'materials', 'bones', 'map']; -+const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); -+ -+const _trackRe = new RegExp( '' -+ + '^' -+ + _directoryRe -+ + _nodeRe -+ + _objectRe -+ + _propertyRe -+ + '$' -+); -+ -+const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ]; -+ - class Composite { -- constructor(targetGroup, path, optionalParsedPath) { -- const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path); -+ -+ constructor( targetGroup, path, optionalParsedPath ) { -+ -+ const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); -+ - this._targetGroup = targetGroup; -- this._bindings = targetGroup.subscribe_(path, parsedPath); -+ this._bindings = targetGroup.subscribe_( path, parsedPath ); -+ - } -- getValue(array, offset) { -+ -+ getValue( array, offset ) { -+ - this.bind(); // bind all binding - - const firstValidIndex = this._targetGroup.nCachedObjects_, -- binding = this._bindings[firstValidIndex]; -+ binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first -- if (binding !== undefined) binding.getValue(array, offset); -+ if ( binding !== undefined ) binding.getValue( array, offset ); -+ - } -- setValue(array, offset) { -+ -+ setValue( array, offset ) { -+ - const bindings = this._bindings; -- for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { -- bindings[i].setValue(array, offset); -+ -+ for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { -+ -+ bindings[ i ].setValue( array, offset ); -+ - } -+ - } -+ - bind() { -+ - const bindings = this._bindings; -- for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { -- bindings[i].bind(); -+ -+ for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { -+ -+ bindings[ i ].bind(); -+ - } -+ - } -+ - unbind() { -+ - const bindings = this._bindings; -- for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { -- bindings[i].unbind(); -+ -+ for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { -+ -+ bindings[ i ].unbind(); -+ - } -+ - } -+ - } - - // Note: This class uses a State pattern on a per-method basis: -@@ -28902,22 +45451,35 @@ class Composite { - // the bound state. When the property is not found, the methods - // become no-ops. - class PropertyBinding { -- constructor(rootNode, path, parsedPath) { -+ -+ constructor( rootNode, path, parsedPath ) { -+ - this.path = path; -- this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path); -- this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode; -+ this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); -+ -+ this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; -+ - this.rootNode = rootNode; - - // initial state of these methods that calls 'bind' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; -+ - } -- static create(root, path, parsedPath) { -- if (!(root && root.isAnimationObjectGroup)) { -- return new PropertyBinding(root, path, parsedPath); -+ -+ -+ static create( root, path, parsedPath ) { -+ -+ if ( ! ( root && root.isAnimationObjectGroup ) ) { -+ -+ return new PropertyBinding( root, path, parsedPath ); -+ - } else { -- return new PropertyBinding.Composite(root, path, parsedPath); -+ -+ return new PropertyBinding.Composite( root, path, parsedPath ); -+ - } -+ - } - - /** -@@ -28927,73 +45489,118 @@ class PropertyBinding { - * @param {string} name Node name to be sanitized. - * @return {string} - */ -- static sanitizeNodeName(name) { -- return name.replace(/\s/g, '_').replace(_reservedRe, ''); -+ static sanitizeNodeName( name ) { -+ -+ return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); -+ - } -- static parseTrackName(trackName) { -- const matches = _trackRe.exec(trackName); -- if (matches === null) { -- throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName); -+ -+ static parseTrackName( trackName ) { -+ -+ const matches = _trackRe.exec( trackName ); -+ -+ if ( matches === null ) { -+ -+ throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); -+ - } -+ - const results = { - // directoryName: matches[ 1 ], // (tschw) currently unused -- nodeName: matches[2], -- objectName: matches[3], -- objectIndex: matches[4], -- propertyName: matches[5], -- // required -- propertyIndex: matches[6] -+ nodeName: matches[ 2 ], -+ objectName: matches[ 3 ], -+ objectIndex: matches[ 4 ], -+ propertyName: matches[ 5 ], // required -+ propertyIndex: matches[ 6 ] - }; -- const lastDot = results.nodeName && results.nodeName.lastIndexOf('.'); -- if (lastDot !== undefined && lastDot !== -1) { -- const objectName = results.nodeName.substring(lastDot + 1); -+ -+ const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); -+ -+ if ( lastDot !== undefined && lastDot !== - 1 ) { -+ -+ const objectName = results.nodeName.substring( lastDot + 1 ); - - // Object names must be checked against an allowlist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). -- if (_supportedObjectNames.indexOf(objectName) !== -1) { -- results.nodeName = results.nodeName.substring(0, lastDot); -+ if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { -+ -+ results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; -+ - } -+ - } -- if (results.propertyName === null || results.propertyName.length === 0) { -- throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName); -+ -+ if ( results.propertyName === null || results.propertyName.length === 0 ) { -+ -+ throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); -+ - } -+ - return results; -+ - } -- static findNode(root, nodeName) { -- if (nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) { -+ -+ static findNode( root, nodeName ) { -+ -+ if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { -+ - return root; -+ - } - - // search into skeleton bones. -- if (root.skeleton) { -- const bone = root.skeleton.getBoneByName(nodeName); -- if (bone !== undefined) { -+ if ( root.skeleton ) { -+ -+ const bone = root.skeleton.getBoneByName( nodeName ); -+ -+ if ( bone !== undefined ) { -+ - return bone; -+ - } -+ - } - - // search into node subtree. -- if (root.children) { -- const searchNodeSubtree = function (children) { -- for (let i = 0; i < children.length; i++) { -- const childNode = children[i]; -- if (childNode.name === nodeName || childNode.uuid === nodeName) { -+ if ( root.children ) { -+ -+ const searchNodeSubtree = function ( children ) { -+ -+ for ( let i = 0; i < children.length; i ++ ) { -+ -+ const childNode = children[ i ]; -+ -+ if ( childNode.name === nodeName || childNode.uuid === nodeName ) { -+ - return childNode; -+ - } -- const result = searchNodeSubtree(childNode.children); -- if (result) return result; -+ -+ const result = searchNodeSubtree( childNode.children ); -+ -+ if ( result ) return result; -+ - } -+ - return null; -+ - }; -- const subTreeNode = searchNodeSubtree(root.children); -- if (subTreeNode) { -+ -+ const subTreeNode = searchNodeSubtree( root.children ); -+ -+ if ( subTreeNode ) { -+ - return subTreeNode; -+ - } -+ - } -+ - return null; -+ - } - - // these are used to "bind" a nonexistent property -@@ -29002,105 +45609,174 @@ class PropertyBinding { - - // Getters - -- _getValue_direct(buffer, offset) { -- buffer[offset] = this.targetObject[this.propertyName]; -+ _getValue_direct( buffer, offset ) { -+ -+ buffer[ offset ] = this.targetObject[ this.propertyName ]; -+ - } -- _getValue_array(buffer, offset) { -+ -+ _getValue_array( buffer, offset ) { -+ - const source = this.resolvedProperty; -- for (let i = 0, n = source.length; i !== n; ++i) { -- buffer[offset++] = source[i]; -+ -+ for ( let i = 0, n = source.length; i !== n; ++ i ) { -+ -+ buffer[ offset ++ ] = source[ i ]; -+ - } -+ - } -- _getValue_arrayElement(buffer, offset) { -- buffer[offset] = this.resolvedProperty[this.propertyIndex]; -+ -+ _getValue_arrayElement( buffer, offset ) { -+ -+ buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; -+ - } -- _getValue_toArray(buffer, offset) { -- this.resolvedProperty.toArray(buffer, offset); -+ -+ _getValue_toArray( buffer, offset ) { -+ -+ this.resolvedProperty.toArray( buffer, offset ); -+ - } - - // Direct - -- _setValue_direct(buffer, offset) { -- this.targetObject[this.propertyName] = buffer[offset]; -+ _setValue_direct( buffer, offset ) { -+ -+ this.targetObject[ this.propertyName ] = buffer[ offset ]; -+ - } -- _setValue_direct_setNeedsUpdate(buffer, offset) { -- this.targetObject[this.propertyName] = buffer[offset]; -+ -+ _setValue_direct_setNeedsUpdate( buffer, offset ) { -+ -+ this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; -+ - } -- _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) { -- this.targetObject[this.propertyName] = buffer[offset]; -+ -+ _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ -+ this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } - - // EntireArray - -- _setValue_array(buffer, offset) { -+ _setValue_array( buffer, offset ) { -+ - const dest = this.resolvedProperty; -- for (let i = 0, n = dest.length; i !== n; ++i) { -- dest[i] = buffer[offset++]; -+ -+ for ( let i = 0, n = dest.length; i !== n; ++ i ) { -+ -+ dest[ i ] = buffer[ offset ++ ]; -+ - } -+ - } -- _setValue_array_setNeedsUpdate(buffer, offset) { -+ -+ _setValue_array_setNeedsUpdate( buffer, offset ) { -+ - const dest = this.resolvedProperty; -- for (let i = 0, n = dest.length; i !== n; ++i) { -- dest[i] = buffer[offset++]; -+ -+ for ( let i = 0, n = dest.length; i !== n; ++ i ) { -+ -+ dest[ i ] = buffer[ offset ++ ]; -+ - } -+ - this.targetObject.needsUpdate = true; -+ - } -- _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) { -+ -+ _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ - const dest = this.resolvedProperty; -- for (let i = 0, n = dest.length; i !== n; ++i) { -- dest[i] = buffer[offset++]; -+ -+ for ( let i = 0, n = dest.length; i !== n; ++ i ) { -+ -+ dest[ i ] = buffer[ offset ++ ]; -+ - } -+ - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } - - // ArrayElement - -- _setValue_arrayElement(buffer, offset) { -- this.resolvedProperty[this.propertyIndex] = buffer[offset]; -+ _setValue_arrayElement( buffer, offset ) { -+ -+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; -+ - } -- _setValue_arrayElement_setNeedsUpdate(buffer, offset) { -- this.resolvedProperty[this.propertyIndex] = buffer[offset]; -+ -+ _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; -+ - } -- _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) { -- this.resolvedProperty[this.propertyIndex] = buffer[offset]; -+ -+ _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } - - // HasToFromArray - -- _setValue_fromArray(buffer, offset) { -- this.resolvedProperty.fromArray(buffer, offset); -+ _setValue_fromArray( buffer, offset ) { -+ -+ this.resolvedProperty.fromArray( buffer, offset ); -+ - } -- _setValue_fromArray_setNeedsUpdate(buffer, offset) { -- this.resolvedProperty.fromArray(buffer, offset); -+ -+ _setValue_fromArray_setNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; -+ - } -- _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) { -- this.resolvedProperty.fromArray(buffer, offset); -+ -+ _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } -- _getValue_unbound(targetArray, offset) { -+ -+ _getValue_unbound( targetArray, offset ) { -+ - this.bind(); -- this.getValue(targetArray, offset); -+ this.getValue( targetArray, offset ); -+ - } -- _setValue_unbound(sourceArray, offset) { -+ -+ _setValue_unbound( sourceArray, offset ) { -+ - this.bind(); -- this.setValue(sourceArray, offset); -+ this.setValue( sourceArray, offset ); -+ - } - - // create getter / setter pair for a property in the scene graph - bind() { -+ - let targetObject = this.node; - const parsedPath = this.parsedPath; -+ - const objectName = parsedPath.objectName; - const propertyName = parsedPath.propertyName; - let propertyIndex = parsedPath.propertyIndex; -- if (!targetObject) { -- targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode; -+ -+ if ( ! targetObject ) { -+ -+ targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; -+ - this.node = targetObject; -+ - } - - // set fail state so we can just 'return' on error -@@ -29108,30 +45784,47 @@ class PropertyBinding { - this.setValue = this._setValue_unavailable; - - // ensure there is a value node -- if (!targetObject) { -- console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.'); -+ if ( ! targetObject ) { -+ -+ console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); - return; -+ - } -- if (objectName) { -+ -+ if ( objectName ) { -+ - let objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... -- switch (objectName) { -+ switch ( objectName ) { -+ - case 'materials': -- if (!targetObject.material) { -- console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this); -+ -+ if ( ! targetObject.material ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; -+ - } -- if (!targetObject.material.materials) { -- console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this); -+ -+ if ( ! targetObject.material.materials ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; -+ - } -+ - targetObject = targetObject.material.materials; -+ - break; -+ - case 'bones': -- if (!targetObject.skeleton) { -- console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this); -+ -+ if ( ! targetObject.skeleton ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; -+ - } - - // potential future optimization: skip this if propertyIndex is already an integer -@@ -29140,137 +45833,237 @@ class PropertyBinding { - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. -- for (let i = 0; i < targetObject.length; i++) { -- if (targetObject[i].name === objectIndex) { -+ for ( let i = 0; i < targetObject.length; i ++ ) { -+ -+ if ( targetObject[ i ].name === objectIndex ) { -+ - objectIndex = i; - break; -+ - } -+ - } -+ - break; -+ - case 'map': -- if ('map' in targetObject) { -+ -+ if ( 'map' in targetObject ) { -+ - targetObject = targetObject.map; - break; -+ - } -- if (!targetObject.material) { -- console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this); -+ -+ if ( ! targetObject.material ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; -+ - } -- if (!targetObject.material.map) { -- console.error('THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this); -+ -+ if ( ! targetObject.material.map ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this ); - return; -+ - } -+ - targetObject = targetObject.material.map; - break; -+ - default: -- if (targetObject[objectName] === undefined) { -- console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this); -+ -+ if ( targetObject[ objectName ] === undefined ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; -+ - } -- targetObject = targetObject[objectName]; -+ -+ targetObject = targetObject[ objectName ]; -+ - } -- if (objectIndex !== undefined) { -- if (targetObject[objectIndex] === undefined) { -- console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject); -+ -+ -+ if ( objectIndex !== undefined ) { -+ -+ if ( targetObject[ objectIndex ] === undefined ) { -+ -+ console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; -+ - } -- targetObject = targetObject[objectIndex]; -+ -+ targetObject = targetObject[ objectIndex ]; -+ - } -+ - } - - // resolve property -- const nodeProperty = targetObject[propertyName]; -- if (nodeProperty === undefined) { -+ const nodeProperty = targetObject[ propertyName ]; -+ -+ if ( nodeProperty === undefined ) { -+ - const nodeName = parsedPath.nodeName; -- console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject); -+ -+ console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + -+ '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; -+ - } - - // determine versioning scheme - let versioning = this.Versioning.None; -+ - this.targetObject = targetObject; -- if (targetObject.needsUpdate !== undefined) { -- // material -+ -+ if ( targetObject.needsUpdate !== undefined ) { // material - - versioning = this.Versioning.NeedsUpdate; -- } else if (targetObject.matrixWorldNeedsUpdate !== undefined) { -- // node transform -+ -+ } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - - versioning = this.Versioning.MatrixWorldNeedsUpdate; -+ - } - - // determine how the property gets bound - let bindingType = this.BindingType.Direct; -- if (propertyIndex !== undefined) { -+ -+ if ( propertyIndex !== undefined ) { -+ - // access a sub element of the property array (only primitives are supported right now) - -- if (propertyName === 'morphTargetInfluences') { -+ if ( propertyName === 'morphTargetInfluences' ) { -+ - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. -- if (!targetObject.geometry) { -- console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this); -+ if ( ! targetObject.geometry ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; -+ - } -- if (!targetObject.geometry.morphAttributes) { -- console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this); -+ -+ if ( ! targetObject.geometry.morphAttributes ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; -+ - } -- if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) { -- propertyIndex = targetObject.morphTargetDictionary[propertyIndex]; -+ -+ if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { -+ -+ propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; -+ - } -+ - } -+ - bindingType = this.BindingType.ArrayElement; -+ - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; -- } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) { -+ -+ } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { -+ - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; -+ - this.resolvedProperty = nodeProperty; -- } else if (Array.isArray(nodeProperty)) { -+ -+ } else if ( Array.isArray( nodeProperty ) ) { -+ - bindingType = this.BindingType.EntireArray; -+ - this.resolvedProperty = nodeProperty; -+ - } else { -+ - this.propertyName = propertyName; -+ - } - - // select getter / setter -- this.getValue = this.GetterByBindingType[bindingType]; -- this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning]; -+ this.getValue = this.GetterByBindingType[ bindingType ]; -+ this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; -+ - } -+ - unbind() { -+ - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; -+ - } -+ - } -+ - PropertyBinding.Composite = Composite; -+ - PropertyBinding.prototype.BindingType = { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }; -+ - PropertyBinding.prototype.Versioning = { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }; --PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray]; --PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[ --// Direct --PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [ --// EntireArray -- --PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [ --// ArrayElement --PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [ --// HasToFromArray --PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]]; -+ -+PropertyBinding.prototype.GetterByBindingType = [ -+ -+ PropertyBinding.prototype._getValue_direct, -+ PropertyBinding.prototype._getValue_array, -+ PropertyBinding.prototype._getValue_arrayElement, -+ PropertyBinding.prototype._getValue_toArray, -+ -+]; -+ -+PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ -+ -+ [ -+ // Direct -+ PropertyBinding.prototype._setValue_direct, -+ PropertyBinding.prototype._setValue_direct_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, -+ -+ ], [ -+ -+ // EntireArray -+ -+ PropertyBinding.prototype._setValue_array, -+ PropertyBinding.prototype._setValue_array_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, -+ -+ ], [ -+ -+ // ArrayElement -+ PropertyBinding.prototype._setValue_arrayElement, -+ PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, -+ -+ ], [ -+ -+ // HasToFromArray -+ PropertyBinding.prototype._setValue_fromArray, -+ PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, -+ -+ ] -+ -+]; - - /** - * -@@ -29278,308 +46071,424 @@ PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setVal - * - * Usage: - * -- * - Add objects you would otherwise pass as 'root' to the -- * constructor or the .clipAction method of AnimationMixer. -+ * - Add objects you would otherwise pass as 'root' to the -+ * constructor or the .clipAction method of AnimationMixer. - * -- * - Instead pass this object as 'root'. -+ * - Instead pass this object as 'root'. - * -- * - You can also add and remove objects later when the mixer -- * is running. -+ * - You can also add and remove objects later when the mixer -+ * is running. - * - * Note: - * -- * Objects of this class appear as one object to the mixer, -- * so cache control of the individual objects must be done -- * on the group. -+ * Objects of this class appear as one object to the mixer, -+ * so cache control of the individual objects must be done -+ * on the group. - * - * Limitation: - * -- * - The animated properties must be compatible among the -- * all objects in the group. -+ * - The animated properties must be compatible among the -+ * all objects in the group. - * -- * - A single property can either be controlled through a -- * target group or directly, but not both. -+ * - A single property can either be controlled through a -+ * target group or directly, but not both. - */ - - class AnimationObjectGroup { -+ - constructor() { -+ - this.isAnimationObjectGroup = true; -+ - this.uuid = generateUUID(); - - // cached objects followed by the active ones -- this._objects = Array.prototype.slice.call(arguments); -+ this._objects = Array.prototype.slice.call( arguments ); -+ - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite - - const indices = {}; - this._indicesByUUID = indices; // for bookkeeping - -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- indices[arguments[i].uuid] = i; -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ indices[ arguments[ i ].uuid ] = i; -+ - } -+ - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays - - const scope = this; -+ - this.stats = { -+ - objects: { - get total() { -+ - return scope._objects.length; -+ - }, - get inUse() { -+ - return this.total - scope.nCachedObjects_; -+ - } - }, - get bindingsPerObject() { -+ - return scope._bindings.length; -+ - } -+ - }; -+ - } -+ - add() { -+ - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length; -+ - let knownObject = undefined, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_; -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- const object = arguments[i], -+ -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ const object = arguments[ i ], - uuid = object.uuid; -- let index = indicesByUUID[uuid]; -- if (index === undefined) { -+ let index = indicesByUUID[ uuid ]; -+ -+ if ( index === undefined ) { -+ - // unknown object -> add it to the ACTIVE region - -- index = nObjects++; -- indicesByUUID[uuid] = index; -- objects.push(object); -+ index = nObjects ++; -+ indicesByUUID[ uuid ] = index; -+ objects.push( object ); - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j])); -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); -+ - } -- } else if (index < nCachedObjects) { -- knownObject = objects[index]; -+ -+ } else if ( index < nCachedObjects ) { -+ -+ knownObject = objects[ index ]; - - // move existing object to the ACTIVE region - -- const firstActiveIndex = --nCachedObjects, -- lastCachedObject = objects[firstActiveIndex]; -- indicesByUUID[lastCachedObject.uuid] = index; -- objects[index] = lastCachedObject; -- indicesByUUID[uuid] = firstActiveIndex; -- objects[firstActiveIndex] = object; -+ const firstActiveIndex = -- nCachedObjects, -+ lastCachedObject = objects[ firstActiveIndex ]; -+ -+ indicesByUUID[ lastCachedObject.uuid ] = index; -+ objects[ index ] = lastCachedObject; -+ -+ indicesByUUID[ uuid ] = firstActiveIndex; -+ objects[ firstActiveIndex ] = object; - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j], -- lastCached = bindingsForPath[firstActiveIndex]; -- let binding = bindingsForPath[index]; -- bindingsForPath[index] = lastCached; -- if (binding === undefined) { -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ], -+ lastCached = bindingsForPath[ firstActiveIndex ]; -+ -+ let binding = bindingsForPath[ index ]; -+ -+ bindingsForPath[ index ] = lastCached; -+ -+ if ( binding === undefined ) { -+ - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - -- binding = new PropertyBinding(object, paths[j], parsedPaths[j]); -+ binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); -+ - } -- bindingsForPath[firstActiveIndex] = binding; -+ -+ bindingsForPath[ firstActiveIndex ] = binding; -+ - } -- } else if (objects[index] !== knownObject) { -- console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.'); -+ -+ } else if ( objects[ index ] !== knownObject ) { -+ -+ console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + -+ 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); -+ - } // else the object is already where we want it to be -+ - } // for arguments - - this.nCachedObjects_ = nCachedObjects; -+ - } -+ - remove() { -+ - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; -+ - let nCachedObjects = this.nCachedObjects_; -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- const object = arguments[i], -+ -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ const object = arguments[ i ], - uuid = object.uuid, -- index = indicesByUUID[uuid]; -- if (index !== undefined && index >= nCachedObjects) { -+ index = indicesByUUID[ uuid ]; -+ -+ if ( index !== undefined && index >= nCachedObjects ) { -+ - // move existing object into the CACHED region - -- const lastCachedIndex = nCachedObjects++, -- firstActiveObject = objects[lastCachedIndex]; -- indicesByUUID[firstActiveObject.uuid] = index; -- objects[index] = firstActiveObject; -- indicesByUUID[uuid] = lastCachedIndex; -- objects[lastCachedIndex] = object; -+ const lastCachedIndex = nCachedObjects ++, -+ firstActiveObject = objects[ lastCachedIndex ]; -+ -+ indicesByUUID[ firstActiveObject.uuid ] = index; -+ objects[ index ] = firstActiveObject; -+ -+ indicesByUUID[ uuid ] = lastCachedIndex; -+ objects[ lastCachedIndex ] = object; - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j], -- firstActive = bindingsForPath[lastCachedIndex], -- binding = bindingsForPath[index]; -- bindingsForPath[index] = firstActive; -- bindingsForPath[lastCachedIndex] = binding; -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ], -+ firstActive = bindingsForPath[ lastCachedIndex ], -+ binding = bindingsForPath[ index ]; -+ -+ bindingsForPath[ index ] = firstActive; -+ bindingsForPath[ lastCachedIndex ] = binding; -+ - } -+ - } -+ - } // for arguments - - this.nCachedObjects_ = nCachedObjects; -+ - } - - // remove & forget - uncache() { -+ - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; -+ - let nCachedObjects = this.nCachedObjects_, - nObjects = objects.length; -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- const object = arguments[i], -+ -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ const object = arguments[ i ], - uuid = object.uuid, -- index = indicesByUUID[uuid]; -- if (index !== undefined) { -- delete indicesByUUID[uuid]; -- if (index < nCachedObjects) { -+ index = indicesByUUID[ uuid ]; -+ -+ if ( index !== undefined ) { -+ -+ delete indicesByUUID[ uuid ]; -+ -+ if ( index < nCachedObjects ) { -+ - // object is cached, shrink the CACHED region - -- const firstActiveIndex = --nCachedObjects, -- lastCachedObject = objects[firstActiveIndex], -- lastIndex = --nObjects, -- lastObject = objects[lastIndex]; -+ const firstActiveIndex = -- nCachedObjects, -+ lastCachedObject = objects[ firstActiveIndex ], -+ lastIndex = -- nObjects, -+ lastObject = objects[ lastIndex ]; - - // last cached object takes this object's place -- indicesByUUID[lastCachedObject.uuid] = index; -- objects[index] = lastCachedObject; -+ indicesByUUID[ lastCachedObject.uuid ] = index; -+ objects[ index ] = lastCachedObject; - - // last object goes to the activated slot and pop -- indicesByUUID[lastObject.uuid] = firstActiveIndex; -- objects[firstActiveIndex] = lastObject; -+ indicesByUUID[ lastObject.uuid ] = firstActiveIndex; -+ objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j], -- lastCached = bindingsForPath[firstActiveIndex], -- last = bindingsForPath[lastIndex]; -- bindingsForPath[index] = lastCached; -- bindingsForPath[firstActiveIndex] = last; -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ], -+ lastCached = bindingsForPath[ firstActiveIndex ], -+ last = bindingsForPath[ lastIndex ]; -+ -+ bindingsForPath[ index ] = lastCached; -+ bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); -+ - } -+ - } else { -+ - // object is active, just swap with the last and pop - -- const lastIndex = --nObjects, -- lastObject = objects[lastIndex]; -- if (lastIndex > 0) { -- indicesByUUID[lastObject.uuid] = index; -+ const lastIndex = -- nObjects, -+ lastObject = objects[ lastIndex ]; -+ -+ if ( lastIndex > 0 ) { -+ -+ indicesByUUID[ lastObject.uuid ] = index; -+ - } -- objects[index] = lastObject; -+ -+ objects[ index ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j]; -- bindingsForPath[index] = bindingsForPath[lastIndex]; -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ]; -+ -+ bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); -+ - } -+ - } // cached or active -+ - } // if object is known -+ - } // for arguments - - this.nCachedObjects_ = nCachedObjects; -+ - } - - // Internal interface used by befriended PropertyBinding.Composite: - -- subscribe_(path, parsedPath) { -+ subscribe_( path, parsedPath ) { -+ - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group - - const indicesByPath = this._bindingsIndicesByPath; -- let index = indicesByPath[path]; -+ let index = indicesByPath[ path ]; - const bindings = this._bindings; -- if (index !== undefined) return bindings[index]; -+ -+ if ( index !== undefined ) return bindings[ index ]; -+ - const paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, -- bindingsForPath = new Array(nObjects); -+ bindingsForPath = new Array( nObjects ); -+ - index = bindings.length; -- indicesByPath[path] = index; -- paths.push(path); -- parsedPaths.push(parsedPath); -- bindings.push(bindingsForPath); -- for (let i = nCachedObjects, n = objects.length; i !== n; ++i) { -- const object = objects[i]; -- bindingsForPath[i] = new PropertyBinding(object, path, parsedPath); -+ -+ indicesByPath[ path ] = index; -+ -+ paths.push( path ); -+ parsedPaths.push( parsedPath ); -+ bindings.push( bindingsForPath ); -+ -+ for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { -+ -+ const object = objects[ i ]; -+ bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); -+ - } -+ - return bindingsForPath; -+ - } -- unsubscribe_(path) { -+ -+ unsubscribe_( path ) { -+ - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' - - const indicesByPath = this._bindingsIndicesByPath, -- index = indicesByPath[path]; -- if (index !== undefined) { -+ index = indicesByPath[ path ]; -+ -+ if ( index !== undefined ) { -+ - const paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, -- lastBindings = bindings[lastBindingsIndex], -- lastBindingsPath = path[lastBindingsIndex]; -- indicesByPath[lastBindingsPath] = index; -- bindings[index] = lastBindings; -+ lastBindings = bindings[ lastBindingsIndex ], -+ lastBindingsPath = path[ lastBindingsIndex ]; -+ -+ indicesByPath[ lastBindingsPath ] = index; -+ -+ bindings[ index ] = lastBindings; - bindings.pop(); -- parsedPaths[index] = parsedPaths[lastBindingsIndex]; -+ -+ parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); -- paths[index] = paths[lastBindingsIndex]; -+ -+ paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); -+ - } -+ - } -+ - } - - class AnimationAction { -- constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) { -+ -+ constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { -+ - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot; - this.blendMode = blendMode; -+ - const tracks = clip.tracks, - nTracks = tracks.length, -- interpolants = new Array(nTracks); -+ interpolants = new Array( nTracks ); -+ - const interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; -- for (let i = 0; i !== nTracks; ++i) { -- const interpolant = tracks[i].createInterpolant(null); -- interpolants[i] = interpolant; -+ -+ for ( let i = 0; i !== nTracks; ++ i ) { -+ -+ const interpolant = tracks[ i ].createInterpolant( null ); -+ interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; -+ - } -+ - this._interpolantSettings = interpolantSettings; -+ - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) -- this._propertyBindings = new Array(nTracks); -+ this._propertyBindings = new Array( nTracks ); -+ - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._weightInterpolant = null; -+ - this.loop = LoopRepeat; -- this._loopCount = -1; -+ this._loopCount = - 1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action -@@ -29588,56 +46497,85 @@ class AnimationAction { - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; -+ - this.timeScale = 1; - this._effectiveTimeScale = 1; -+ - this.weight = 1; - this._effectiveWeight = 1; -+ - this.repetitions = Infinity; // no. of repetitions when looping - - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight - -- this.clampWhenFinished = false; // keep feeding the last frame? -+ this.clampWhenFinished = false;// keep feeding the last frame? -+ -+ this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate -+ this.zeroSlopeAtEnd = true;// clips for start, loop and end - -- this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate -- this.zeroSlopeAtEnd = true; // clips for start, loop and end - } - - // State & Scheduling - - play() { -- this._mixer._activateAction(this); -+ -+ this._mixer._activateAction( this ); -+ - return this; -+ - } -+ - stop() { -- this._mixer._deactivateAction(this); -+ -+ this._mixer._deactivateAction( this ); -+ - return this.reset(); -+ - } -+ - reset() { -+ - this.paused = false; - this.enabled = true; -+ - this.time = 0; // restart clip -- this._loopCount = -1; // forget previous loops -- this._startTime = null; // forget scheduling -+ this._loopCount = - 1;// forget previous loops -+ this._startTime = null;// forget scheduling - - return this.stopFading().stopWarping(); -+ - } -+ - isRunning() { -- return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this); -+ -+ return this.enabled && ! this.paused && this.timeScale !== 0 && -+ this._startTime === null && this._mixer._isActiveAction( this ); -+ - } - - // return true when play has been called - isScheduled() { -- return this._mixer._isActiveAction(this); -+ -+ return this._mixer._isActiveAction( this ); -+ - } -- startAt(time) { -+ -+ startAt( time ) { -+ - this._startTime = time; -+ - return this; -+ - } -- setLoop(mode, repetitions) { -+ -+ setLoop( mode, repetitions ) { -+ - this.loop = mode; - this.repetitions = repetitions; -+ - return this; -+ - } - - // Weight -@@ -29645,47 +46583,77 @@ class AnimationAction { - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing -- setEffectiveWeight(weight) { -+ setEffectiveWeight( weight ) { -+ - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; -+ - return this.stopFading(); -+ - } - - // return the weight considering fading and .enabled - getEffectiveWeight() { -+ - return this._effectiveWeight; -+ - } -- fadeIn(duration) { -- return this._scheduleFading(duration, 0, 1); -+ -+ fadeIn( duration ) { -+ -+ return this._scheduleFading( duration, 0, 1 ); -+ - } -- fadeOut(duration) { -- return this._scheduleFading(duration, 1, 0); -+ -+ fadeOut( duration ) { -+ -+ return this._scheduleFading( duration, 1, 0 ); -+ - } -- crossFadeFrom(fadeOutAction, duration, warp) { -- fadeOutAction.fadeOut(duration); -- this.fadeIn(duration); -- if (warp) { -+ -+ crossFadeFrom( fadeOutAction, duration, warp ) { -+ -+ fadeOutAction.fadeOut( duration ); -+ this.fadeIn( duration ); -+ -+ if ( warp ) { -+ - const fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, -+ - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; -- fadeOutAction.warp(1.0, startEndRatio, duration); -- this.warp(endStartRatio, 1.0, duration); -+ -+ fadeOutAction.warp( 1.0, startEndRatio, duration ); -+ this.warp( endStartRatio, 1.0, duration ); -+ - } -+ - return this; -+ - } -- crossFadeTo(fadeInAction, duration, warp) { -- return fadeInAction.crossFadeFrom(this, duration, warp); -+ -+ crossFadeTo( fadeInAction, duration, warp ) { -+ -+ return fadeInAction.crossFadeFrom( this, duration, warp ); -+ - } -+ - stopFading() { -+ - const weightInterpolant = this._weightInterpolant; -- if (weightInterpolant !== null) { -+ -+ if ( weightInterpolant !== null ) { -+ - this._weightInterpolant = null; -- this._mixer._takeBackControlInterpolant(weightInterpolant); -+ this._mixer._takeBackControlInterpolant( weightInterpolant ); -+ - } -+ - return this; -+ - } - - // Time Scale Control -@@ -29693,309 +46661,507 @@ class AnimationAction { - // set the time scale stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing -- setEffectiveTimeScale(timeScale) { -+ setEffectiveTimeScale( timeScale ) { -+ - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; -+ - return this.stopWarping(); -+ - } - - // return the time scale considering warping and .paused - getEffectiveTimeScale() { -+ - return this._effectiveTimeScale; -+ - } -- setDuration(duration) { -+ -+ setDuration( duration ) { -+ - this.timeScale = this._clip.duration / duration; -+ - return this.stopWarping(); -+ - } -- syncWith(action) { -+ -+ syncWith( action ) { -+ - this.time = action.time; - this.timeScale = action.timeScale; -+ - return this.stopWarping(); -+ - } -- halt(duration) { -- return this.warp(this._effectiveTimeScale, 0, duration); -+ -+ halt( duration ) { -+ -+ return this.warp( this._effectiveTimeScale, 0, duration ); -+ - } -- warp(startTimeScale, endTimeScale, duration) { -+ -+ warp( startTimeScale, endTimeScale, duration ) { -+ - const mixer = this._mixer, - now = mixer.time, - timeScale = this.timeScale; -+ - let interpolant = this._timeScaleInterpolant; -- if (interpolant === null) { -+ -+ if ( interpolant === null ) { -+ - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; -+ - } -+ - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; -- times[0] = now; -- times[1] = now + duration; -- values[0] = startTimeScale / timeScale; -- values[1] = endTimeScale / timeScale; -+ -+ times[ 0 ] = now; -+ times[ 1 ] = now + duration; -+ -+ values[ 0 ] = startTimeScale / timeScale; -+ values[ 1 ] = endTimeScale / timeScale; -+ - return this; -+ - } -+ - stopWarping() { -+ - const timeScaleInterpolant = this._timeScaleInterpolant; -- if (timeScaleInterpolant !== null) { -+ -+ if ( timeScaleInterpolant !== null ) { -+ - this._timeScaleInterpolant = null; -- this._mixer._takeBackControlInterpolant(timeScaleInterpolant); -+ this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); -+ - } -+ - return this; -+ - } - - // Object Accessors - - getMixer() { -+ - return this._mixer; -+ - } -+ - getClip() { -+ - return this._clip; -+ - } -+ - getRoot() { -+ - return this._localRoot || this._mixer._root; -+ - } - - // Interna - -- _update(time, deltaTime, timeDirection, accuIndex) { -+ _update( time, deltaTime, timeDirection, accuIndex ) { -+ - // called by the mixer - -- if (!this.enabled) { -+ if ( ! this.enabled ) { -+ - // call ._updateWeight() to update ._effectiveWeight - -- this._updateWeight(time); -+ this._updateWeight( time ); - return; -+ - } -+ - const startTime = this._startTime; -- if (startTime !== null) { -+ -+ if ( startTime !== null ) { -+ - // check for scheduled start of action - -- const timeRunning = (time - startTime) * timeDirection; -- if (timeRunning < 0 || timeDirection === 0) { -+ const timeRunning = ( time - startTime ) * timeDirection; -+ if ( timeRunning < 0 || timeDirection === 0 ) { -+ - deltaTime = 0; -+ - } else { -+ -+ - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; -+ - } -+ - } - - // apply time scale and advance time - -- deltaTime *= this._updateTimeScale(time); -- const clipTime = this._updateTime(deltaTime); -+ deltaTime *= this._updateTimeScale( time ); -+ const clipTime = this._updateTime( deltaTime ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - -- const weight = this._updateWeight(time); -- if (weight > 0) { -+ const weight = this._updateWeight( time ); -+ -+ if ( weight > 0 ) { -+ - const interpolants = this._interpolants; - const propertyMixers = this._propertyBindings; -- switch (this.blendMode) { -+ -+ switch ( this.blendMode ) { -+ - case AdditiveAnimationBlendMode: -- for (let j = 0, m = interpolants.length; j !== m; ++j) { -- interpolants[j].evaluate(clipTime); -- propertyMixers[j].accumulateAdditive(weight); -+ -+ for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { -+ -+ interpolants[ j ].evaluate( clipTime ); -+ propertyMixers[ j ].accumulateAdditive( weight ); -+ - } -+ - break; -+ - case NormalAnimationBlendMode: - default: -- for (let j = 0, m = interpolants.length; j !== m; ++j) { -- interpolants[j].evaluate(clipTime); -- propertyMixers[j].accumulate(accuIndex, weight); -+ -+ for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { -+ -+ interpolants[ j ].evaluate( clipTime ); -+ propertyMixers[ j ].accumulate( accuIndex, weight ); -+ - } -+ - } -+ - } -+ - } -- _updateWeight(time) { -+ -+ _updateWeight( time ) { -+ - let weight = 0; -- if (this.enabled) { -+ -+ if ( this.enabled ) { -+ - weight = this.weight; - const interpolant = this._weightInterpolant; -- if (interpolant !== null) { -- const interpolantValue = interpolant.evaluate(time)[0]; -+ -+ if ( interpolant !== null ) { -+ -+ const interpolantValue = interpolant.evaluate( time )[ 0 ]; -+ - weight *= interpolantValue; -- if (time > interpolant.parameterPositions[1]) { -+ -+ if ( time > interpolant.parameterPositions[ 1 ] ) { -+ - this.stopFading(); -- if (interpolantValue === 0) { -+ -+ if ( interpolantValue === 0 ) { -+ - // faded out, disable - this.enabled = false; -+ - } -+ - } -+ - } -+ - } -+ - this._effectiveWeight = weight; - return weight; -+ - } -- _updateTimeScale(time) { -+ -+ _updateTimeScale( time ) { -+ - let timeScale = 0; -- if (!this.paused) { -+ -+ if ( ! this.paused ) { -+ - timeScale = this.timeScale; -+ - const interpolant = this._timeScaleInterpolant; -- if (interpolant !== null) { -- const interpolantValue = interpolant.evaluate(time)[0]; -+ -+ if ( interpolant !== null ) { -+ -+ const interpolantValue = interpolant.evaluate( time )[ 0 ]; -+ - timeScale *= interpolantValue; -- if (time > interpolant.parameterPositions[1]) { -+ -+ if ( time > interpolant.parameterPositions[ 1 ] ) { -+ - this.stopWarping(); -- if (timeScale === 0) { -+ -+ if ( timeScale === 0 ) { -+ - // motion has halted, pause - this.paused = true; -+ - } else { -+ - // warp done - apply final time scale - this.timeScale = timeScale; -+ - } -+ - } -+ - } -+ - } -+ - this._effectiveTimeScale = timeScale; - return timeScale; -+ - } -- _updateTime(deltaTime) { -+ -+ _updateTime( deltaTime ) { -+ - const duration = this._clip.duration; - const loop = this.loop; -+ - let time = this.time + deltaTime; - let loopCount = this._loopCount; -- const pingPong = loop === LoopPingPong; -- if (deltaTime === 0) { -- if (loopCount === -1) return time; -- return pingPong && (loopCount & 1) === 1 ? duration - time : time; -+ -+ const pingPong = ( loop === LoopPingPong ); -+ -+ if ( deltaTime === 0 ) { -+ -+ if ( loopCount === - 1 ) return time; -+ -+ return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; -+ - } -- if (loop === LoopOnce) { -- if (loopCount === -1) { -+ -+ if ( loop === LoopOnce ) { -+ -+ if ( loopCount === - 1 ) { -+ - // just started - - this._loopCount = 0; -- this._setEndings(true, true, false); -+ this._setEndings( true, true, false ); -+ - } -+ - handle_stop: { -- if (time >= duration) { -+ -+ if ( time >= duration ) { -+ - time = duration; -- } else if (time < 0) { -+ -+ } else if ( time < 0 ) { -+ - time = 0; -+ - } else { -+ - this.time = time; -+ - break handle_stop; -+ - } -- if (this.clampWhenFinished) this.paused = true;else this.enabled = false; -+ -+ if ( this.clampWhenFinished ) this.paused = true; -+ else this.enabled = false; -+ - this.time = time; -- this._mixer.dispatchEvent({ -- type: 'finished', -- action: this, -- direction: deltaTime < 0 ? -1 : 1 -- }); -+ -+ this._mixer.dispatchEvent( { -+ type: 'finished', action: this, -+ direction: deltaTime < 0 ? - 1 : 1 -+ } ); -+ - } -- } else { -- // repetitive Repeat or PingPong - -- if (loopCount === -1) { -+ } else { // repetitive Repeat or PingPong -+ -+ if ( loopCount === - 1 ) { -+ - // just started - -- if (deltaTime >= 0) { -+ if ( deltaTime >= 0 ) { -+ - loopCount = 0; -- this._setEndings(true, this.repetitions === 0, pingPong); -+ -+ this._setEndings( true, this.repetitions === 0, pingPong ); -+ - } else { -+ - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - -- this._setEndings(this.repetitions === 0, true, pingPong); -+ this._setEndings( this.repetitions === 0, true, pingPong ); -+ - } -+ - } -- if (time >= duration || time < 0) { -+ -+ if ( time >= duration || time < 0 ) { -+ - // wrap around - -- const loopDelta = Math.floor(time / duration); // signed -+ const loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; -- loopCount += Math.abs(loopDelta); -+ -+ loopCount += Math.abs( loopDelta ); -+ - const pending = this.repetitions - loopCount; -- if (pending <= 0) { -+ -+ if ( pending <= 0 ) { -+ - // have to stop (switch state, clamp time, fire event) - -- if (this.clampWhenFinished) this.paused = true;else this.enabled = false; -+ if ( this.clampWhenFinished ) this.paused = true; -+ else this.enabled = false; -+ - time = deltaTime > 0 ? duration : 0; -+ - this.time = time; -- this._mixer.dispatchEvent({ -- type: 'finished', -- action: this, -- direction: deltaTime > 0 ? 1 : -1 -- }); -+ -+ this._mixer.dispatchEvent( { -+ type: 'finished', action: this, -+ direction: deltaTime > 0 ? 1 : - 1 -+ } ); -+ - } else { -+ - // keep running - -- if (pending === 1) { -+ if ( pending === 1 ) { -+ - // entering the last round - - const atStart = deltaTime < 0; -- this._setEndings(atStart, !atStart, pingPong); -+ this._setEndings( atStart, ! atStart, pingPong ); -+ - } else { -- this._setEndings(false, false, pingPong); -+ -+ this._setEndings( false, false, pingPong ); -+ - } -+ - this._loopCount = loopCount; -+ - this.time = time; -- this._mixer.dispatchEvent({ -- type: 'loop', -- action: this, -- loopDelta: loopDelta -- }); -+ -+ this._mixer.dispatchEvent( { -+ type: 'loop', action: this, loopDelta: loopDelta -+ } ); -+ - } -+ - } else { -+ - this.time = time; -+ - } -- if (pingPong && (loopCount & 1) === 1) { -+ -+ if ( pingPong && ( loopCount & 1 ) === 1 ) { -+ - // invert time for the "pong round" - - return duration - time; -+ - } -+ - } -+ - return time; -+ - } -- _setEndings(atStart, atEnd, pingPong) { -+ -+ _setEndings( atStart, atEnd, pingPong ) { -+ - const settings = this._interpolantSettings; -- if (pingPong) { -+ -+ if ( pingPong ) { -+ - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; -+ - } else { -+ - // assuming for LoopOnce atStart == atEnd == true - -- if (atStart) { -+ if ( atStart ) { -+ - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; -+ - } else { -+ - settings.endingStart = WrapAroundEnding; -+ - } -- if (atEnd) { -+ -+ if ( atEnd ) { -+ - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; -+ - } else { -- settings.endingEnd = WrapAroundEnding; -+ -+ settings.endingEnd = WrapAroundEnding; -+ - } -+ - } -+ - } -- _scheduleFading(duration, weightNow, weightThen) { -- const mixer = this._mixer, -- now = mixer.time; -+ -+ _scheduleFading( duration, weightNow, weightThen ) { -+ -+ const mixer = this._mixer, now = mixer.time; - let interpolant = this._weightInterpolant; -- if (interpolant === null) { -+ -+ if ( interpolant === null ) { -+ - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; -+ - } -+ - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; -- times[0] = now; -- values[0] = weightNow; -- times[1] = now + duration; -- values[1] = weightThen; -+ -+ times[ 0 ] = now; -+ values[ 0 ] = weightNow; -+ times[ 1 ] = now + duration; -+ values[ 1 ] = weightThen; -+ - return this; -+ - } -+ - } - --const _controlInterpolantsResultBuffer = new Float32Array(1); -+const _controlInterpolantsResultBuffer = new Float32Array( 1 ); -+ -+ - class AnimationMixer extends EventDispatcher { -- constructor(root) { -+ -+ constructor( root ) { -+ - super(); -+ - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - this.time = 0; - this.timeScale = 1.0; -+ - } -- _bindAction(action, prototypeAction) { -+ -+ _bindAction( action, prototypeAction ) { -+ - const root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, -@@ -30003,84 +47169,142 @@ class AnimationMixer extends EventDispatcher { - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName; -- let bindingsByName = bindingsByRoot[rootUuid]; -- if (bindingsByName === undefined) { -+ -+ let bindingsByName = bindingsByRoot[ rootUuid ]; -+ -+ if ( bindingsByName === undefined ) { -+ - bindingsByName = {}; -- bindingsByRoot[rootUuid] = bindingsByName; -+ bindingsByRoot[ rootUuid ] = bindingsByName; -+ - } -- for (let i = 0; i !== nTracks; ++i) { -- const track = tracks[i], -+ -+ for ( let i = 0; i !== nTracks; ++ i ) { -+ -+ const track = tracks[ i ], - trackName = track.name; -- let binding = bindingsByName[trackName]; -- if (binding !== undefined) { -- ++binding.referenceCount; -- bindings[i] = binding; -+ -+ let binding = bindingsByName[ trackName ]; -+ -+ if ( binding !== undefined ) { -+ -+ ++ binding.referenceCount; -+ bindings[ i ] = binding; -+ - } else { -- binding = bindings[i]; -- if (binding !== undefined) { -+ -+ binding = bindings[ i ]; -+ -+ if ( binding !== undefined ) { -+ - // existing binding, make sure the cache knows - -- if (binding._cacheIndex === null) { -- ++binding.referenceCount; -- this._addInactiveBinding(binding, rootUuid, trackName); -+ if ( binding._cacheIndex === null ) { -+ -+ ++ binding.referenceCount; -+ this._addInactiveBinding( binding, rootUuid, trackName ); -+ - } -+ - continue; -+ - } -- const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath; -- binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize()); -- ++binding.referenceCount; -- this._addInactiveBinding(binding, rootUuid, trackName); -- bindings[i] = binding; -+ -+ const path = prototypeAction && prototypeAction. -+ _propertyBindings[ i ].binding.parsedPath; -+ -+ binding = new PropertyMixer( -+ PropertyBinding.create( root, trackName, path ), -+ track.ValueTypeName, track.getValueSize() ); -+ -+ ++ binding.referenceCount; -+ this._addInactiveBinding( binding, rootUuid, trackName ); -+ -+ bindings[ i ] = binding; -+ - } -- interpolants[i].resultBuffer = binding.buffer; -+ -+ interpolants[ i ].resultBuffer = binding.buffer; -+ - } -+ - } -- _activateAction(action) { -- if (!this._isActiveAction(action)) { -- if (action._cacheIndex === null) { -+ -+ _activateAction( action ) { -+ -+ if ( ! this._isActiveAction( action ) ) { -+ -+ if ( action._cacheIndex === null ) { -+ - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - -- const rootUuid = (action._localRoot || this._root).uuid, -+ const rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, -- actionsForClip = this._actionsByClip[clipUuid]; -- this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]); -- this._addInactiveAction(action, clipUuid, rootUuid); -+ actionsForClip = this._actionsByClip[ clipUuid ]; -+ -+ this._bindAction( action, -+ actionsForClip && actionsForClip.knownActions[ 0 ] ); -+ -+ this._addInactiveAction( action, clipUuid, rootUuid ); -+ - } -+ - const bindings = action._propertyBindings; - - // increment reference counts / sort out state -- for (let i = 0, n = bindings.length; i !== n; ++i) { -- const binding = bindings[i]; -- if (binding.useCount++ === 0) { -- this._lendBinding(binding); -+ for ( let i = 0, n = bindings.length; i !== n; ++ i ) { -+ -+ const binding = bindings[ i ]; -+ -+ if ( binding.useCount ++ === 0 ) { -+ -+ this._lendBinding( binding ); - binding.saveOriginalState(); -+ - } -+ - } -- this._lendAction(action); -+ -+ this._lendAction( action ); -+ - } -+ - } -- _deactivateAction(action) { -- if (this._isActiveAction(action)) { -+ -+ _deactivateAction( action ) { -+ -+ if ( this._isActiveAction( action ) ) { -+ - const bindings = action._propertyBindings; - - // decrement reference counts / sort out state -- for (let i = 0, n = bindings.length; i !== n; ++i) { -- const binding = bindings[i]; -- if (--binding.useCount === 0) { -+ for ( let i = 0, n = bindings.length; i !== n; ++ i ) { -+ -+ const binding = bindings[ i ]; -+ -+ if ( -- binding.useCount === 0 ) { -+ - binding.restoreOriginalState(); -- this._takeBackBinding(binding); -+ this._takeBackBinding( binding ); -+ - } -+ - } -- this._takeBackAction(action); -+ -+ this._takeBackAction( action ); -+ - } -+ - } - - // Memory manager - - _initMemoryManager() { -+ - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; -+ - this._actionsByClip = {}; - // inside: - // { -@@ -30088,559 +47312,909 @@ class AnimationMixer extends EventDispatcher { - // actionByRoot: AnimationAction - lookup - // } - -+ - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; -+ - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - -+ - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; -+ - const scope = this; -+ - this.stats = { -+ - actions: { - get total() { -+ - return scope._actions.length; -+ - }, - get inUse() { -+ - return scope._nActiveActions; -+ - } - }, - bindings: { - get total() { -+ - return scope._bindings.length; -+ - }, - get inUse() { -+ - return scope._nActiveBindings; -+ - } - }, - controlInterpolants: { - get total() { -+ - return scope._controlInterpolants.length; -+ - }, - get inUse() { -+ - return scope._nActiveControlInterpolants; -+ - } - } -+ - }; -+ - } - - // Memory management for AnimationAction objects - -- _isActiveAction(action) { -+ _isActiveAction( action ) { -+ - const index = action._cacheIndex; - return index !== null && index < this._nActiveActions; -+ - } -- _addInactiveAction(action, clipUuid, rootUuid) { -+ -+ _addInactiveAction( action, clipUuid, rootUuid ) { -+ - const actions = this._actions, - actionsByClip = this._actionsByClip; -- let actionsForClip = actionsByClip[clipUuid]; -- if (actionsForClip === undefined) { -+ -+ let actionsForClip = actionsByClip[ clipUuid ]; -+ -+ if ( actionsForClip === undefined ) { -+ - actionsForClip = { -- knownActions: [action], -+ -+ knownActions: [ action ], - actionByRoot: {} -+ - }; -+ - action._byClipCacheIndex = 0; -- actionsByClip[clipUuid] = actionsForClip; -+ -+ actionsByClip[ clipUuid ] = actionsForClip; -+ - } else { -+ - const knownActions = actionsForClip.knownActions; -+ - action._byClipCacheIndex = knownActions.length; -- knownActions.push(action); -+ knownActions.push( action ); -+ - } -+ - action._cacheIndex = actions.length; -- actions.push(action); -- actionsForClip.actionByRoot[rootUuid] = action; -+ actions.push( action ); -+ -+ actionsForClip.actionByRoot[ rootUuid ] = action; -+ - } -- _removeInactiveAction(action) { -+ -+ _removeInactiveAction( action ) { -+ - const actions = this._actions, -- lastInactiveAction = actions[actions.length - 1], -+ lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; -+ - lastInactiveAction._cacheIndex = cacheIndex; -- actions[cacheIndex] = lastInactiveAction; -+ actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); -+ - action._cacheIndex = null; -+ -+ - const clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, -- actionsForClip = actionsByClip[clipUuid], -+ actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, -- lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1], -+ -+ lastKnownAction = -+ knownActionsForClip[ knownActionsForClip.length - 1 ], -+ - byClipCacheIndex = action._byClipCacheIndex; -+ - lastKnownAction._byClipCacheIndex = byClipCacheIndex; -- knownActionsForClip[byClipCacheIndex] = lastKnownAction; -+ knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); -+ - action._byClipCacheIndex = null; -+ -+ - const actionByRoot = actionsForClip.actionByRoot, -- rootUuid = (action._localRoot || this._root).uuid; -- delete actionByRoot[rootUuid]; -- if (knownActionsForClip.length === 0) { -- delete actionsByClip[clipUuid]; -+ rootUuid = ( action._localRoot || this._root ).uuid; -+ -+ delete actionByRoot[ rootUuid ]; -+ -+ if ( knownActionsForClip.length === 0 ) { -+ -+ delete actionsByClip[ clipUuid ]; -+ - } -- this._removeInactiveBindingsForAction(action); -+ -+ this._removeInactiveBindingsForAction( action ); -+ - } -- _removeInactiveBindingsForAction(action) { -+ -+ _removeInactiveBindingsForAction( action ) { -+ - const bindings = action._propertyBindings; -- for (let i = 0, n = bindings.length; i !== n; ++i) { -- const binding = bindings[i]; -- if (--binding.referenceCount === 0) { -- this._removeInactiveBinding(binding); -+ -+ for ( let i = 0, n = bindings.length; i !== n; ++ i ) { -+ -+ const binding = bindings[ i ]; -+ -+ if ( -- binding.referenceCount === 0 ) { -+ -+ this._removeInactiveBinding( binding ); -+ - } -+ - } -+ - } -- _lendAction(action) { -- // [ active actions | inactive actions ] -- // [ active actions >| inactive actions ] -- // s a -- // <-swap-> -- // a s -+ -+ _lendAction( action ) { -+ -+ // [ active actions | inactive actions ] -+ // [ active actions >| inactive actions ] -+ // s a -+ // <-swap-> -+ // a s - - const actions = this._actions, - prevIndex = action._cacheIndex, -- lastActiveIndex = this._nActiveActions++, -- firstInactiveAction = actions[lastActiveIndex]; -+ -+ lastActiveIndex = this._nActiveActions ++, -+ -+ firstInactiveAction = actions[ lastActiveIndex ]; -+ - action._cacheIndex = lastActiveIndex; -- actions[lastActiveIndex] = action; -+ actions[ lastActiveIndex ] = action; -+ - firstInactiveAction._cacheIndex = prevIndex; -- actions[prevIndex] = firstInactiveAction; -+ actions[ prevIndex ] = firstInactiveAction; -+ - } -- _takeBackAction(action) { -- // [ active actions | inactive actions ] -- // [ active actions |< inactive actions ] -- // a s -- // <-swap-> -- // s a -+ -+ _takeBackAction( action ) { -+ -+ // [ active actions | inactive actions ] -+ // [ active actions |< inactive actions ] -+ // a s -+ // <-swap-> -+ // s a - - const actions = this._actions, - prevIndex = action._cacheIndex, -- firstInactiveIndex = --this._nActiveActions, -- lastActiveAction = actions[firstInactiveIndex]; -+ -+ firstInactiveIndex = -- this._nActiveActions, -+ -+ lastActiveAction = actions[ firstInactiveIndex ]; -+ - action._cacheIndex = firstInactiveIndex; -- actions[firstInactiveIndex] = action; -+ actions[ firstInactiveIndex ] = action; -+ - lastActiveAction._cacheIndex = prevIndex; -- actions[prevIndex] = lastActiveAction; -+ actions[ prevIndex ] = lastActiveAction; -+ - } - - // Memory management for PropertyMixer objects - -- _addInactiveBinding(binding, rootUuid, trackName) { -+ _addInactiveBinding( binding, rootUuid, trackName ) { -+ - const bindingsByRoot = this._bindingsByRootAndName, - bindings = this._bindings; -- let bindingByName = bindingsByRoot[rootUuid]; -- if (bindingByName === undefined) { -+ -+ let bindingByName = bindingsByRoot[ rootUuid ]; -+ -+ if ( bindingByName === undefined ) { -+ - bindingByName = {}; -- bindingsByRoot[rootUuid] = bindingByName; -+ bindingsByRoot[ rootUuid ] = bindingByName; -+ - } -- bindingByName[trackName] = binding; -+ -+ bindingByName[ trackName ] = binding; -+ - binding._cacheIndex = bindings.length; -- bindings.push(binding); -+ bindings.push( binding ); -+ - } -- _removeInactiveBinding(binding) { -+ -+ _removeInactiveBinding( binding ) { -+ - const bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, -- bindingByName = bindingsByRoot[rootUuid], -- lastInactiveBinding = bindings[bindings.length - 1], -+ bindingByName = bindingsByRoot[ rootUuid ], -+ -+ lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; -+ - lastInactiveBinding._cacheIndex = cacheIndex; -- bindings[cacheIndex] = lastInactiveBinding; -+ bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); -- delete bindingByName[trackName]; -- if (Object.keys(bindingByName).length === 0) { -- delete bindingsByRoot[rootUuid]; -+ -+ delete bindingByName[ trackName ]; -+ -+ if ( Object.keys( bindingByName ).length === 0 ) { -+ -+ delete bindingsByRoot[ rootUuid ]; -+ - } -+ - } -- _lendBinding(binding) { -+ -+ _lendBinding( binding ) { -+ - const bindings = this._bindings, - prevIndex = binding._cacheIndex, -- lastActiveIndex = this._nActiveBindings++, -- firstInactiveBinding = bindings[lastActiveIndex]; -+ -+ lastActiveIndex = this._nActiveBindings ++, -+ -+ firstInactiveBinding = bindings[ lastActiveIndex ]; -+ - binding._cacheIndex = lastActiveIndex; -- bindings[lastActiveIndex] = binding; -+ bindings[ lastActiveIndex ] = binding; -+ - firstInactiveBinding._cacheIndex = prevIndex; -- bindings[prevIndex] = firstInactiveBinding; -+ bindings[ prevIndex ] = firstInactiveBinding; -+ - } -- _takeBackBinding(binding) { -+ -+ _takeBackBinding( binding ) { -+ - const bindings = this._bindings, - prevIndex = binding._cacheIndex, -- firstInactiveIndex = --this._nActiveBindings, -- lastActiveBinding = bindings[firstInactiveIndex]; -+ -+ firstInactiveIndex = -- this._nActiveBindings, -+ -+ lastActiveBinding = bindings[ firstInactiveIndex ]; -+ - binding._cacheIndex = firstInactiveIndex; -- bindings[firstInactiveIndex] = binding; -+ bindings[ firstInactiveIndex ] = binding; -+ - lastActiveBinding._cacheIndex = prevIndex; -- bindings[prevIndex] = lastActiveBinding; -+ bindings[ prevIndex ] = lastActiveBinding; -+ - } - -+ - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant() { -+ - const interpolants = this._controlInterpolants, -- lastActiveIndex = this._nActiveControlInterpolants++; -- let interpolant = interpolants[lastActiveIndex]; -- if (interpolant === undefined) { -- interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, _controlInterpolantsResultBuffer); -+ lastActiveIndex = this._nActiveControlInterpolants ++; -+ -+ let interpolant = interpolants[ lastActiveIndex ]; -+ -+ if ( interpolant === undefined ) { -+ -+ interpolant = new LinearInterpolant( -+ new Float32Array( 2 ), new Float32Array( 2 ), -+ 1, _controlInterpolantsResultBuffer ); -+ - interpolant.__cacheIndex = lastActiveIndex; -- interpolants[lastActiveIndex] = interpolant; -+ interpolants[ lastActiveIndex ] = interpolant; -+ - } -+ - return interpolant; -+ - } -- _takeBackControlInterpolant(interpolant) { -+ -+ _takeBackControlInterpolant( interpolant ) { -+ - const interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, -- firstInactiveIndex = --this._nActiveControlInterpolants, -- lastActiveInterpolant = interpolants[firstInactiveIndex]; -+ -+ firstInactiveIndex = -- this._nActiveControlInterpolants, -+ -+ lastActiveInterpolant = interpolants[ firstInactiveIndex ]; -+ - interpolant.__cacheIndex = firstInactiveIndex; -- interpolants[firstInactiveIndex] = interpolant; -+ interpolants[ firstInactiveIndex ] = interpolant; -+ - lastActiveInterpolant.__cacheIndex = prevIndex; -- interpolants[prevIndex] = lastActiveInterpolant; -+ interpolants[ prevIndex ] = lastActiveInterpolant; -+ - } - - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) -- clipAction(clip, optionalRoot, blendMode) { -+ clipAction( clip, optionalRoot, blendMode ) { -+ - const root = optionalRoot || this._root, - rootUuid = root.uuid; -- let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip; -+ -+ let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; -+ - const clipUuid = clipObject !== null ? clipObject.uuid : clip; -- const actionsForClip = this._actionsByClip[clipUuid]; -+ -+ const actionsForClip = this._actionsByClip[ clipUuid ]; - let prototypeAction = null; -- if (blendMode === undefined) { -- if (clipObject !== null) { -+ -+ if ( blendMode === undefined ) { -+ -+ if ( clipObject !== null ) { -+ - blendMode = clipObject.blendMode; -+ - } else { -+ - blendMode = NormalAnimationBlendMode; -+ - } -+ - } -- if (actionsForClip !== undefined) { -- const existingAction = actionsForClip.actionByRoot[rootUuid]; -- if (existingAction !== undefined && existingAction.blendMode === blendMode) { -+ -+ if ( actionsForClip !== undefined ) { -+ -+ const existingAction = actionsForClip.actionByRoot[ rootUuid ]; -+ -+ if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { -+ - return existingAction; -+ - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy -- prototypeAction = actionsForClip.knownActions[0]; -+ prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action -- if (clipObject === null) clipObject = prototypeAction._clip; -+ if ( clipObject === null ) -+ clipObject = prototypeAction._clip; -+ - } - - // clip must be known when specified via string -- if (clipObject === null) return null; -+ if ( clipObject === null ) return null; - - // allocate all resources required to run it -- const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode); -- this._bindAction(newAction, prototypeAction); -+ const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); -+ -+ this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager -- this._addInactiveAction(newAction, clipUuid, rootUuid); -+ this._addInactiveAction( newAction, clipUuid, rootUuid ); -+ - return newAction; -+ - } - - // get an existing action -- existingAction(clip, optionalRoot) { -+ existingAction( clip, optionalRoot ) { -+ - const root = optionalRoot || this._root, - rootUuid = root.uuid, -- clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip, -+ -+ clipObject = typeof clip === 'string' ? -+ AnimationClip.findByName( root, clip ) : clip, -+ - clipUuid = clipObject ? clipObject.uuid : clip, -- actionsForClip = this._actionsByClip[clipUuid]; -- if (actionsForClip !== undefined) { -- return actionsForClip.actionByRoot[rootUuid] || null; -+ -+ actionsForClip = this._actionsByClip[ clipUuid ]; -+ -+ if ( actionsForClip !== undefined ) { -+ -+ return actionsForClip.actionByRoot[ rootUuid ] || null; -+ - } -+ - return null; -+ - } - - // deactivates all previously scheduled actions - stopAllAction() { -+ - const actions = this._actions, - nActions = this._nActiveActions; -- for (let i = nActions - 1; i >= 0; --i) { -- actions[i].stop(); -+ -+ for ( let i = nActions - 1; i >= 0; -- i ) { -+ -+ actions[ i ].stop(); -+ - } -+ - return this; -+ - } - - // advance the time and update apply the animation -- update(deltaTime) { -+ update( deltaTime ) { -+ - deltaTime *= this.timeScale; -+ - const actions = this._actions, - nActions = this._nActiveActions, -+ - time = this.time += deltaTime, -- timeDirection = Math.sign(deltaTime), -+ timeDirection = Math.sign( deltaTime ), -+ - accuIndex = this._accuIndex ^= 1; - - // run active actions - -- for (let i = 0; i !== nActions; ++i) { -- const action = actions[i]; -- action._update(time, deltaTime, timeDirection, accuIndex); -+ for ( let i = 0; i !== nActions; ++ i ) { -+ -+ const action = actions[ i ]; -+ -+ action._update( time, deltaTime, timeDirection, accuIndex ); -+ - } - - // update scene graph - - const bindings = this._bindings, - nBindings = this._nActiveBindings; -- for (let i = 0; i !== nBindings; ++i) { -- bindings[i].apply(accuIndex); -+ -+ for ( let i = 0; i !== nBindings; ++ i ) { -+ -+ bindings[ i ].apply( accuIndex ); -+ - } -+ - return this; -+ - } - - // Allows you to seek to a specific time in an animation. -- setTime(timeInSeconds) { -+ setTime( timeInSeconds ) { -+ - this.time = 0; // Zero out time attribute for AnimationMixer object; -- for (let i = 0; i < this._actions.length; i++) { -- this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects. -+ for ( let i = 0; i < this._actions.length; i ++ ) { -+ -+ this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. -+ - } - -- return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object. -+ return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. -+ - } - - // return this mixer's root target object - getRoot() { -+ - return this._root; -+ - } - - // free all resources specific to a particular clip -- uncacheClip(clip) { -+ uncacheClip( clip ) { -+ - const actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, -- actionsForClip = actionsByClip[clipUuid]; -- if (actionsForClip !== undefined) { -+ actionsForClip = actionsByClip[ clipUuid ]; -+ -+ if ( actionsForClip !== undefined ) { -+ - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - const actionsToRemove = actionsForClip.knownActions; -- for (let i = 0, n = actionsToRemove.length; i !== n; ++i) { -- const action = actionsToRemove[i]; -- this._deactivateAction(action); -+ -+ for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { -+ -+ const action = actionsToRemove[ i ]; -+ -+ this._deactivateAction( action ); -+ - const cacheIndex = action._cacheIndex, -- lastInactiveAction = actions[actions.length - 1]; -+ lastInactiveAction = actions[ actions.length - 1 ]; -+ - action._cacheIndex = null; - action._byClipCacheIndex = null; -+ - lastInactiveAction._cacheIndex = cacheIndex; -- actions[cacheIndex] = lastInactiveAction; -+ actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); -- this._removeInactiveBindingsForAction(action); -+ -+ this._removeInactiveBindingsForAction( action ); -+ - } -- delete actionsByClip[clipUuid]; -+ -+ delete actionsByClip[ clipUuid ]; -+ - } -+ - } - - // free all resources specific to a particular root target object -- uncacheRoot(root) { -+ uncacheRoot( root ) { -+ - const rootUuid = root.uuid, - actionsByClip = this._actionsByClip; -- for (const clipUuid in actionsByClip) { -- const actionByRoot = actionsByClip[clipUuid].actionByRoot, -- action = actionByRoot[rootUuid]; -- if (action !== undefined) { -- this._deactivateAction(action); -- this._removeInactiveAction(action); -+ -+ for ( const clipUuid in actionsByClip ) { -+ -+ const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, -+ action = actionByRoot[ rootUuid ]; -+ -+ if ( action !== undefined ) { -+ -+ this._deactivateAction( action ); -+ this._removeInactiveAction( action ); -+ - } -+ - } -+ - const bindingsByRoot = this._bindingsByRootAndName, -- bindingByName = bindingsByRoot[rootUuid]; -- if (bindingByName !== undefined) { -- for (const trackName in bindingByName) { -- const binding = bindingByName[trackName]; -+ bindingByName = bindingsByRoot[ rootUuid ]; -+ -+ if ( bindingByName !== undefined ) { -+ -+ for ( const trackName in bindingByName ) { -+ -+ const binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); -- this._removeInactiveBinding(binding); -+ this._removeInactiveBinding( binding ); -+ - } -+ - } -+ - } - - // remove a targeted clip from the cache -- uncacheAction(clip, optionalRoot) { -- const action = this.existingAction(clip, optionalRoot); -- if (action !== null) { -- this._deactivateAction(action); -- this._removeInactiveAction(action); -+ uncacheAction( clip, optionalRoot ) { -+ -+ const action = this.existingAction( clip, optionalRoot ); -+ -+ if ( action !== null ) { -+ -+ this._deactivateAction( action ); -+ this._removeInactiveAction( action ); -+ - } -+ - } -+ - } - - class Uniform { -- constructor(value) { -+ -+ constructor( value ) { -+ - this.value = value; -+ - } -+ - clone() { -- return new Uniform(this.value.clone === undefined ? this.value : this.value.clone()); -+ -+ return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); -+ - } -+ - } - - let id = 0; -+ - class UniformsGroup extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isUniformsGroup = true; -- Object.defineProperty(this, 'id', { -- value: id++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: id ++ } ); -+ - this.name = ''; -+ - this.usage = StaticDrawUsage; - this.uniforms = []; -+ - } -- add(uniform) { -- this.uniforms.push(uniform); -+ -+ add( uniform ) { -+ -+ this.uniforms.push( uniform ); -+ - return this; -+ - } -- remove(uniform) { -- const index = this.uniforms.indexOf(uniform); -- if (index !== -1) this.uniforms.splice(index, 1); -+ -+ remove( uniform ) { -+ -+ const index = this.uniforms.indexOf( uniform ); -+ -+ if ( index !== - 1 ) this.uniforms.splice( index, 1 ); -+ - return this; -+ - } -- setName(name) { -+ -+ setName( name ) { -+ - this.name = name; -+ - return this; -+ - } -- setUsage(value) { -+ -+ setUsage( value ) { -+ - this.usage = value; -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - return this; -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; - this.usage = source.usage; -+ - const uniformsSource = source.uniforms; -+ - this.uniforms.length = 0; -- for (let i = 0, l = uniformsSource.length; i < l; i++) { -- this.uniforms.push(uniformsSource[i].clone()); -+ -+ for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { -+ -+ this.uniforms.push( uniformsSource[ i ].clone() ); -+ - } -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - class InstancedInterleavedBuffer extends InterleavedBuffer { -- constructor(array, stride, meshPerAttribute = 1) { -- super(array, stride); -+ -+ constructor( array, stride, meshPerAttribute = 1 ) { -+ -+ super( array, stride ); -+ - this.isInstancedInterleavedBuffer = true; -+ - this.meshPerAttribute = meshPerAttribute; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.meshPerAttribute = source.meshPerAttribute; -+ - return this; -+ - } -- clone(data) { -- const ib = super.clone(data); -+ -+ clone( data ) { -+ -+ const ib = super.clone( data ); -+ - ib.meshPerAttribute = this.meshPerAttribute; -+ - return ib; -+ - } -- toJSON(data) { -- const json = super.toJSON(data); -+ -+ toJSON( data ) { -+ -+ const json = super.toJSON( data ); -+ - json.isInstancedInterleavedBuffer = true; - json.meshPerAttribute = this.meshPerAttribute; -+ - return json; -+ - } -+ - } - - class GLBufferAttribute { -- constructor(buffer, type, itemSize, elementSize, count) { -+ -+ constructor( buffer, type, itemSize, elementSize, count ) { -+ - this.isGLBufferAttribute = true; -+ -+ this.name = ''; -+ - this.buffer = buffer; - this.type = type; - this.itemSize = itemSize; - this.elementSize = elementSize; - this.count = count; -+ - this.version = 0; -+ - } -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -- setBuffer(buffer) { -+ -+ setBuffer( buffer ) { -+ - this.buffer = buffer; -+ - return this; -+ - } -- setType(type, elementSize) { -+ -+ setType( type, elementSize ) { -+ - this.type = type; - this.elementSize = elementSize; -+ - return this; -+ - } -- setItemSize(itemSize) { -+ -+ setItemSize( itemSize ) { -+ - this.itemSize = itemSize; -+ - return this; -+ - } -- setCount(count) { -+ -+ setCount( count ) { -+ - this.count = count; -+ - return this; -+ - } -+ - } - - class Raycaster { -- constructor(origin, direction, near = 0, far = Infinity) { -- this.ray = new Ray(origin, direction); -+ -+ constructor( origin, direction, near = 0, far = Infinity ) { -+ -+ this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - this.near = near; - this.far = far; - this.camera = null; - this.layers = new Layers(); -+ - this.params = { - Mesh: {}, -- Line: { -- threshold: 1 -- }, -+ Line: { threshold: 1 }, - LOD: {}, -- Points: { -- threshold: 1 -- }, -+ Points: { threshold: 1 }, - Sprite: {} - }; -+ - } -- set(origin, direction) { -+ -+ set( origin, direction ) { -+ - // direction is assumed to be normalized (for accurate distance calculations) - -- this.ray.set(origin, direction); -+ this.ray.set( origin, direction ); -+ - } -- setFromCamera(coords, camera) { -- if (camera.isPerspectiveCamera) { -- this.ray.origin.setFromMatrixPosition(camera.matrixWorld); -- this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize(); -+ -+ setFromCamera( coords, camera ) { -+ -+ if ( camera.isPerspectiveCamera ) { -+ -+ this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); -+ this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - this.camera = camera; -- } else if (camera.isOrthographicCamera) { -- this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera -- this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld); -+ -+ } else if ( camera.isOrthographicCamera ) { -+ -+ this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera -+ this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); - this.camera = camera; -+ - } else { -- console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type); -+ -+ console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); -+ - } -+ - } -- intersectObject(object, recursive = true, intersects = []) { -- intersectObject(object, this, intersects, recursive); -- intersects.sort(ascSort); -+ -+ intersectObject( object, recursive = true, intersects = [] ) { -+ -+ intersectObject( object, this, intersects, recursive ); -+ -+ intersects.sort( ascSort ); -+ - return intersects; -+ - } -- intersectObjects(objects, recursive = true, intersects = []) { -- for (let i = 0, l = objects.length; i < l; i++) { -- intersectObject(objects[i], this, intersects, recursive); -+ -+ intersectObjects( objects, recursive = true, intersects = [] ) { -+ -+ for ( let i = 0, l = objects.length; i < l; i ++ ) { -+ -+ intersectObject( objects[ i ], this, intersects, recursive ); -+ - } -- intersects.sort(ascSort); -+ -+ intersects.sort( ascSort ); -+ - return intersects; -+ - } -+ - } --function ascSort(a, b) { -+ -+function ascSort( a, b ) { -+ - return a.distance - b.distance; -+ - } --function intersectObject(object, raycaster, intersects, recursive) { -- if (object.layers.test(raycaster.layers)) { -- object.raycast(raycaster, intersects); -+ -+function intersectObject( object, raycaster, intersects, recursive ) { -+ -+ if ( object.layers.test( raycaster.layers ) ) { -+ -+ object.raycast( raycaster, intersects ); -+ - } -- if (recursive === true) { -+ -+ if ( recursive === true ) { -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- intersectObject(children[i], raycaster, intersects, true); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ intersectObject( children[ i ], raycaster, intersects, true ); -+ - } -+ - } -+ - } - - /** -@@ -30649,50 +48223,81 @@ function intersectObject(object, raycaster, intersects, recursive) { - * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. - * The azimuthal angle (theta) is measured from the positive z-axis. - */ -+ - class Spherical { -- constructor(radius = 1, phi = 0, theta = 0) { -+ -+ constructor( radius = 1, phi = 0, theta = 0 ) { -+ - this.radius = radius; - this.phi = phi; // polar angle - this.theta = theta; // azimuthal angle - - return this; -+ - } -- set(radius, phi, theta) { -+ -+ set( radius, phi, theta ) { -+ - this.radius = radius; - this.phi = phi; - this.theta = theta; -+ - return this; -+ - } -- copy(other) { -+ -+ copy( other ) { -+ - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; -+ - return this; -+ - } - - // restrict phi to be between EPS and PI-EPS - makeSafe() { -+ - const EPS = 0.000001; -- this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi)); -+ this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); -+ - return this; -+ - } -- setFromVector3(v) { -- return this.setFromCartesianCoords(v.x, v.y, v.z); -+ -+ setFromVector3( v ) { -+ -+ return this.setFromCartesianCoords( v.x, v.y, v.z ); -+ - } -- setFromCartesianCoords(x, y, z) { -- this.radius = Math.sqrt(x * x + y * y + z * z); -- if (this.radius === 0) { -+ -+ setFromCartesianCoords( x, y, z ) { -+ -+ this.radius = Math.sqrt( x * x + y * y + z * z ); -+ -+ if ( this.radius === 0 ) { -+ - this.theta = 0; - this.phi = 0; -+ - } else { -- this.theta = Math.atan2(x, z); -- this.phi = Math.acos(clamp(y / this.radius, -1, 1)); -+ -+ this.theta = Math.atan2( x, z ); -+ this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) ); -+ - } -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - /** -@@ -30700,581 +48305,961 @@ class Spherical { - */ - - class Cylindrical { -- constructor(radius = 1, theta = 0, y = 0) { -+ -+ constructor( radius = 1, theta = 0, y = 0 ) { -+ - this.radius = radius; // distance from the origin to a point in the x-z plane - this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis - this.y = y; // height above the x-z plane - - return this; -+ - } -- set(radius, theta, y) { -+ -+ set( radius, theta, y ) { -+ - this.radius = radius; - this.theta = theta; - this.y = y; -+ - return this; -+ - } -- copy(other) { -+ -+ copy( other ) { -+ - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; -+ - return this; -+ - } -- setFromVector3(v) { -- return this.setFromCartesianCoords(v.x, v.y, v.z); -+ -+ setFromVector3( v ) { -+ -+ return this.setFromCartesianCoords( v.x, v.y, v.z ); -+ - } -- setFromCartesianCoords(x, y, z) { -- this.radius = Math.sqrt(x * x + z * z); -- this.theta = Math.atan2(x, z); -+ -+ setFromCartesianCoords( x, y, z ) { -+ -+ this.radius = Math.sqrt( x * x + z * z ); -+ this.theta = Math.atan2( x, z ); - this.y = y; -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - --const _vector$4 = /*@__PURE__*/new Vector2(); -+const _vector$4 = /*@__PURE__*/ new Vector2(); -+ - class Box2 { -- constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) { -+ -+ constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { -+ - this.isBox2 = true; -+ - this.min = min; - this.max = max; -+ - } -- set(min, max) { -- this.min.copy(min); -- this.max.copy(max); -+ -+ set( min, max ) { -+ -+ this.min.copy( min ); -+ this.max.copy( max ); -+ - return this; -+ - } -- setFromPoints(points) { -+ -+ setFromPoints( points ) { -+ - this.makeEmpty(); -- for (let i = 0, il = points.length; i < il; i++) { -- this.expandByPoint(points[i]); -+ -+ for ( let i = 0, il = points.length; i < il; i ++ ) { -+ -+ this.expandByPoint( points[ i ] ); -+ - } -+ - return this; -+ - } -- setFromCenterAndSize(center, size) { -- const halfSize = _vector$4.copy(size).multiplyScalar(0.5); -- this.min.copy(center).sub(halfSize); -- this.max.copy(center).add(halfSize); -+ -+ setFromCenterAndSize( center, size ) { -+ -+ const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 ); -+ this.min.copy( center ).sub( halfSize ); -+ this.max.copy( center ).add( halfSize ); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(box) { -- this.min.copy(box.min); -- this.max.copy(box.max); -+ -+ copy( box ) { -+ -+ this.min.copy( box.min ); -+ this.max.copy( box.max ); -+ - return this; -+ - } -+ - makeEmpty() { -- this.min.x = this.min.y = +Infinity; -- this.max.x = this.max.y = -Infinity; -+ -+ this.min.x = this.min.y = + Infinity; -+ this.max.x = this.max.y = - Infinity; -+ - return this; -+ - } -+ - isEmpty() { -+ - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - -- return this.max.x < this.min.x || this.max.y < this.min.y; -+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); -+ - } -- getCenter(target) { -- return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); -+ -+ getCenter( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); -+ - } -- getSize(target) { -- return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min); -+ -+ getSize( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); -+ - } -- expandByPoint(point) { -- this.min.min(point); -- this.max.max(point); -+ -+ expandByPoint( point ) { -+ -+ this.min.min( point ); -+ this.max.max( point ); -+ - return this; -+ - } -- expandByVector(vector) { -- this.min.sub(vector); -- this.max.add(vector); -+ -+ expandByVector( vector ) { -+ -+ this.min.sub( vector ); -+ this.max.add( vector ); -+ - return this; -+ - } -- expandByScalar(scalar) { -- this.min.addScalar(-scalar); -- this.max.addScalar(scalar); -+ -+ expandByScalar( scalar ) { -+ -+ this.min.addScalar( - scalar ); -+ this.max.addScalar( scalar ); -+ - return this; -+ - } -- containsPoint(point) { -- return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true; -+ -+ containsPoint( point ) { -+ -+ return point.x < this.min.x || point.x > this.max.x || -+ point.y < this.min.y || point.y > this.max.y ? false : true; -+ - } -- containsBox(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; -+ -+ containsBox( box ) { -+ -+ return this.min.x <= box.min.x && box.max.x <= this.max.x && -+ this.min.y <= box.min.y && box.max.y <= this.max.y; -+ - } -- getParameter(point, target) { -+ -+ getParameter( point, target ) { -+ - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - -- return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y)); -+ 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 ) -+ ); -+ - } -- intersectsBox(box) { -+ -+ intersectsBox( box ) { -+ - // using 4 splitting planes to rule out intersections - -- return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true; -+ return box.max.x < this.min.x || box.min.x > this.max.x || -+ box.max.y < this.min.y || box.min.y > this.max.y ? false : true; -+ - } -- clampPoint(point, target) { -- return target.copy(point).clamp(this.min, this.max); -+ -+ clampPoint( point, target ) { -+ -+ return target.copy( point ).clamp( this.min, this.max ); -+ - } -- distanceToPoint(point) { -- const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max); -- return clampedPoint.sub(point).length(); -+ -+ distanceToPoint( point ) { -+ -+ const clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max ); -+ return clampedPoint.sub( point ).length(); -+ - } -- intersect(box) { -- this.min.max(box.min); -- this.max.min(box.max); -+ -+ intersect( box ) { -+ -+ this.min.max( box.min ); -+ this.max.min( box.max ); -+ - return this; -+ - } -- union(box) { -- this.min.min(box.min); -- this.max.max(box.max); -+ -+ union( box ) { -+ -+ this.min.min( box.min ); -+ this.max.max( box.max ); -+ - return this; -+ - } -- translate(offset) { -- this.min.add(offset); -- this.max.add(offset); -+ -+ translate( offset ) { -+ -+ this.min.add( offset ); -+ this.max.add( offset ); -+ - return this; -+ - } -- equals(box) { -- return box.min.equals(this.min) && box.max.equals(this.max); -+ -+ equals( box ) { -+ -+ return box.min.equals( this.min ) && box.max.equals( this.max ); -+ - } -+ - } - --const _startP = /*@__PURE__*/new Vector3(); --const _startEnd = /*@__PURE__*/new Vector3(); -+const _startP = /*@__PURE__*/ new Vector3(); -+const _startEnd = /*@__PURE__*/ new Vector3(); -+ - class Line3 { -- constructor(start = new Vector3(), end = new Vector3()) { -+ -+ constructor( start = new Vector3(), end = new Vector3() ) { -+ - this.start = start; - this.end = end; -+ - } -- set(start, end) { -- this.start.copy(start); -- this.end.copy(end); -+ -+ set( start, end ) { -+ -+ this.start.copy( start ); -+ this.end.copy( end ); -+ - return this; -+ - } -- copy(line) { -- this.start.copy(line.start); -- this.end.copy(line.end); -+ -+ copy( line ) { -+ -+ this.start.copy( line.start ); -+ this.end.copy( line.end ); -+ - return this; -+ - } -- getCenter(target) { -- return target.addVectors(this.start, this.end).multiplyScalar(0.5); -+ -+ getCenter( target ) { -+ -+ return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); -+ - } -- delta(target) { -- return target.subVectors(this.end, this.start); -+ -+ delta( target ) { -+ -+ return target.subVectors( this.end, this.start ); -+ - } -+ - distanceSq() { -- return this.start.distanceToSquared(this.end); -+ -+ return this.start.distanceToSquared( this.end ); -+ - } -+ - distance() { -- return this.start.distanceTo(this.end); -+ -+ return this.start.distanceTo( this.end ); -+ - } -- at(t, target) { -- return this.delta(target).multiplyScalar(t).add(this.start); -+ -+ at( t, target ) { -+ -+ return this.delta( target ).multiplyScalar( t ).add( this.start ); -+ - } -- closestPointToPointParameter(point, clampToLine) { -- _startP.subVectors(point, this.start); -- _startEnd.subVectors(this.end, this.start); -- const startEnd2 = _startEnd.dot(_startEnd); -- const startEnd_startP = _startEnd.dot(_startP); -+ -+ closestPointToPointParameter( point, clampToLine ) { -+ -+ _startP.subVectors( point, this.start ); -+ _startEnd.subVectors( this.end, this.start ); -+ -+ const startEnd2 = _startEnd.dot( _startEnd ); -+ const startEnd_startP = _startEnd.dot( _startP ); -+ - let t = startEnd_startP / startEnd2; -- if (clampToLine) { -- t = clamp(t, 0, 1); -+ -+ if ( clampToLine ) { -+ -+ t = clamp( t, 0, 1 ); -+ - } -+ - return t; -+ - } -- closestPointToPoint(point, clampToLine, target) { -- const t = this.closestPointToPointParameter(point, clampToLine); -- return this.delta(target).multiplyScalar(t).add(this.start); -+ -+ closestPointToPoint( point, clampToLine, target ) { -+ -+ const t = this.closestPointToPointParameter( point, clampToLine ); -+ -+ return this.delta( target ).multiplyScalar( t ).add( this.start ); -+ - } -- applyMatrix4(matrix) { -- this.start.applyMatrix4(matrix); -- this.end.applyMatrix4(matrix); -+ -+ applyMatrix4( matrix ) { -+ -+ this.start.applyMatrix4( matrix ); -+ this.end.applyMatrix4( matrix ); -+ - return this; -+ - } -- equals(line) { -- return line.start.equals(this.start) && line.end.equals(this.end); -+ -+ equals( line ) { -+ -+ return line.start.equals( this.start ) && line.end.equals( this.end ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - --const _vector$3 = /*@__PURE__*/new Vector3(); -+const _vector$3 = /*@__PURE__*/ new Vector3(); -+ - class SpotLightHelper extends Object3D { -- constructor(light, color) { -+ -+ constructor( light, color ) { -+ - super(); -+ - this.light = light; -+ - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.color = color; -+ - this.type = 'SpotLightHelper'; -+ - const geometry = new BufferGeometry(); -- const positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1]; -- for (let i = 0, j = 1, l = 32; i < l; i++, j++) { -- const p1 = i / l * Math.PI * 2; -- const p2 = j / l * Math.PI * 2; -- positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1); -- } -- geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); -- const material = new LineBasicMaterial({ -- fog: false, -- toneMapped: false -- }); -- this.cone = new LineSegments(geometry, material); -- this.add(this.cone); -+ -+ const positions = [ -+ 0, 0, 0, 0, 0, 1, -+ 0, 0, 0, 1, 0, 1, -+ 0, 0, 0, - 1, 0, 1, -+ 0, 0, 0, 0, 1, 1, -+ 0, 0, 0, 0, - 1, 1 -+ ]; -+ -+ for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { -+ -+ const p1 = ( i / l ) * Math.PI * 2; -+ const p2 = ( j / l ) * Math.PI * 2; -+ -+ positions.push( -+ Math.cos( p1 ), Math.sin( p1 ), 1, -+ Math.cos( p2 ), Math.sin( p2 ), 1 -+ ); -+ -+ } -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); -+ -+ const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); -+ -+ this.cone = new LineSegments( geometry, material ); -+ this.add( this.cone ); -+ - this.update(); -+ - } -+ - dispose() { -+ - this.cone.geometry.dispose(); - this.cone.material.dispose(); -+ - } -+ - update() { -- this.light.updateWorldMatrix(true, false); -- this.light.target.updateWorldMatrix(true, false); -+ -+ this.light.updateWorldMatrix( true, false ); -+ this.light.target.updateWorldMatrix( true, false ); -+ - const coneLength = this.light.distance ? this.light.distance : 1000; -- const coneWidth = coneLength * Math.tan(this.light.angle); -- this.cone.scale.set(coneWidth, coneWidth, coneLength); -- _vector$3.setFromMatrixPosition(this.light.target.matrixWorld); -- this.cone.lookAt(_vector$3); -- if (this.color !== undefined) { -- this.cone.material.color.set(this.color); -+ const coneWidth = coneLength * Math.tan( this.light.angle ); -+ -+ this.cone.scale.set( coneWidth, coneWidth, coneLength ); -+ -+ _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); -+ -+ this.cone.lookAt( _vector$3 ); -+ -+ if ( this.color !== undefined ) { -+ -+ this.cone.material.color.set( this.color ); -+ - } else { -- this.cone.material.color.copy(this.light.color); -+ -+ this.cone.material.color.copy( this.light.color ); -+ - } -+ - } -+ - } - --const _vector$2 = /*@__PURE__*/new Vector3(); --const _boneMatrix = /*@__PURE__*/new Matrix4(); --const _matrixWorldInv = /*@__PURE__*/new Matrix4(); -+const _vector$2 = /*@__PURE__*/ new Vector3(); -+const _boneMatrix = /*@__PURE__*/ new Matrix4(); -+const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); -+ -+ - class SkeletonHelper extends LineSegments { -- constructor(object) { -- const bones = getBoneList(object); -+ -+ constructor( object ) { -+ -+ const bones = getBoneList( object ); -+ - const geometry = new BufferGeometry(); -+ - const vertices = []; - const colors = []; -- const color1 = new Color(0, 0, 1); -- const color2 = new Color(0, 1, 0); -- for (let i = 0; i < bones.length; i++) { -- const bone = bones[i]; -- if (bone.parent && bone.parent.isBone) { -- vertices.push(0, 0, 0); -- vertices.push(0, 0, 0); -- colors.push(color1.r, color1.g, color1.b); -- colors.push(color2.r, color2.g, color2.b); -- } -- } -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- depthTest: false, -- depthWrite: false, -- toneMapped: false, -- transparent: true -- }); -- super(geometry, material); -+ -+ const color1 = new Color( 0, 0, 1 ); -+ const color2 = new Color( 0, 1, 0 ); -+ -+ for ( let i = 0; i < bones.length; i ++ ) { -+ -+ const bone = bones[ i ]; -+ -+ if ( bone.parent && bone.parent.isBone ) { -+ -+ vertices.push( 0, 0, 0 ); -+ vertices.push( 0, 0, 0 ); -+ colors.push( color1.r, color1.g, color1.b ); -+ colors.push( color2.r, color2.g, color2.b ); -+ -+ } -+ -+ } -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); -+ -+ super( geometry, material ); -+ - this.isSkeletonHelper = true; -+ - this.type = 'SkeletonHelper'; -+ - this.root = object; - this.bones = bones; -+ - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; -+ - } -- updateMatrixWorld(force) { -+ -+ updateMatrixWorld( force ) { -+ - const bones = this.bones; -+ - const geometry = this.geometry; -- const position = geometry.getAttribute('position'); -- _matrixWorldInv.copy(this.root.matrixWorld).invert(); -- for (let i = 0, j = 0; i < bones.length; i++) { -- const bone = bones[i]; -- if (bone.parent && bone.parent.isBone) { -- _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld); -- _vector$2.setFromMatrixPosition(_boneMatrix); -- position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z); -- _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld); -- _vector$2.setFromMatrixPosition(_boneMatrix); -- position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z); -+ const position = geometry.getAttribute( 'position' ); -+ -+ _matrixWorldInv.copy( this.root.matrixWorld ).invert(); -+ -+ for ( let i = 0, j = 0; i < bones.length; i ++ ) { -+ -+ const bone = bones[ i ]; -+ -+ if ( bone.parent && bone.parent.isBone ) { -+ -+ _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); -+ _vector$2.setFromMatrixPosition( _boneMatrix ); -+ position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); -+ -+ _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); -+ _vector$2.setFromMatrixPosition( _boneMatrix ); -+ position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); -+ - j += 2; -+ - } -+ - } -- geometry.getAttribute('position').needsUpdate = true; -- super.updateMatrixWorld(force); -+ -+ geometry.getAttribute( 'position' ).needsUpdate = true; -+ -+ super.updateMatrixWorld( force ); -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } --function getBoneList(object) { -+ -+ -+function getBoneList( object ) { -+ - const boneList = []; -- if (object.isBone === true) { -- boneList.push(object); -+ -+ if ( object.isBone === true ) { -+ -+ boneList.push( object ); -+ - } -- for (let i = 0; i < object.children.length; i++) { -- boneList.push.apply(boneList, getBoneList(object.children[i])); -+ -+ for ( let i = 0; i < object.children.length; i ++ ) { -+ -+ boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); -+ - } -+ - return boneList; -+ - } - - class PointLightHelper extends Mesh { -- constructor(light, sphereSize, color) { -- const geometry = new SphereGeometry(sphereSize, 4, 2); -- const material = new MeshBasicMaterial({ -- wireframe: true, -- fog: false, -- toneMapped: false -- }); -- super(geometry, material); -+ -+ constructor( light, sphereSize, color ) { -+ -+ const geometry = new SphereGeometry( sphereSize, 4, 2 ); -+ const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.light = light; -+ - this.color = color; -+ - this.type = 'PointLightHelper'; -+ - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.update(); - -+ - /* -- // TODO: delete this comment? -- const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); -- const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); -- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); -- this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); -- const d = light.distance; -- if ( d === 0.0 ) { -- this.lightDistance.visible = false; -- } else { -- this.lightDistance.scale.set( d, d, d ); -- } -- this.add( this.lightDistance ); -- */ -+ // TODO: delete this comment? -+ const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); -+ const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); -+ -+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); -+ this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); -+ -+ const d = light.distance; -+ -+ if ( d === 0.0 ) { -+ -+ this.lightDistance.visible = false; -+ -+ } else { -+ -+ this.lightDistance.scale.set( d, d, d ); -+ -+ } -+ -+ this.add( this.lightDistance ); -+ */ -+ - } - - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - update() { -- this.light.updateWorldMatrix(true, false); -- if (this.color !== undefined) { -- this.material.color.set(this.color); -+ -+ this.light.updateWorldMatrix( true, false ); -+ -+ if ( this.color !== undefined ) { -+ -+ this.material.color.set( this.color ); -+ - } else { -- this.material.color.copy(this.light.color); -+ -+ this.material.color.copy( this.light.color ); -+ - } - - /* - const d = this.light.distance; -- if ( d === 0.0 ) { -- this.lightDistance.visible = false; -- } else { -- this.lightDistance.visible = true; -+ -+ if ( d === 0.0 ) { -+ -+ this.lightDistance.visible = false; -+ -+ } else { -+ -+ this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); -- } -+ -+ } - */ -+ - } -+ - } - --const _vector$1 = /*@__PURE__*/new Vector3(); --const _color1 = /*@__PURE__*/new Color(); --const _color2 = /*@__PURE__*/new Color(); -+const _vector$1 = /*@__PURE__*/ new Vector3(); -+const _color1 = /*@__PURE__*/ new Color(); -+const _color2 = /*@__PURE__*/ new Color(); -+ - class HemisphereLightHelper extends Object3D { -- constructor(light, size, color) { -+ -+ constructor( light, size, color ) { -+ - super(); -+ - this.light = light; -+ - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.color = color; -+ - this.type = 'HemisphereLightHelper'; -- const geometry = new OctahedronGeometry(size); -- geometry.rotateY(Math.PI * 0.5); -- this.material = new MeshBasicMaterial({ -- wireframe: true, -- fog: false, -- toneMapped: false -- }); -- if (this.color === undefined) this.material.vertexColors = true; -- const position = geometry.getAttribute('position'); -- const colors = new Float32Array(position.count * 3); -- geometry.setAttribute('color', new BufferAttribute(colors, 3)); -- this.add(new Mesh(geometry, this.material)); -+ -+ const geometry = new OctahedronGeometry( size ); -+ geometry.rotateY( Math.PI * 0.5 ); -+ -+ this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); -+ if ( this.color === undefined ) this.material.vertexColors = true; -+ -+ const position = geometry.getAttribute( 'position' ); -+ const colors = new Float32Array( position.count * 3 ); -+ -+ geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); -+ -+ this.add( new Mesh( geometry, this.material ) ); -+ - this.update(); -+ - } -+ - dispose() { -- this.children[0].geometry.dispose(); -- this.children[0].material.dispose(); -+ -+ this.children[ 0 ].geometry.dispose(); -+ this.children[ 0 ].material.dispose(); -+ - } -+ - update() { -- const mesh = this.children[0]; -- if (this.color !== undefined) { -- this.material.color.set(this.color); -+ -+ const mesh = this.children[ 0 ]; -+ -+ if ( this.color !== undefined ) { -+ -+ this.material.color.set( this.color ); -+ - } else { -- const colors = mesh.geometry.getAttribute('color'); -- _color1.copy(this.light.color); -- _color2.copy(this.light.groundColor); -- for (let i = 0, l = colors.count; i < l; i++) { -- const color = i < l / 2 ? _color1 : _color2; -- colors.setXYZ(i, color.r, color.g, color.b); -+ -+ const colors = mesh.geometry.getAttribute( 'color' ); -+ -+ _color1.copy( this.light.color ); -+ _color2.copy( this.light.groundColor ); -+ -+ for ( let i = 0, l = colors.count; i < l; i ++ ) { -+ -+ const color = ( i < ( l / 2 ) ) ? _color1 : _color2; -+ -+ colors.setXYZ( i, color.r, color.g, color.b ); -+ - } -+ - colors.needsUpdate = true; -+ - } -- this.light.updateWorldMatrix(true, false); -- mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate()); -+ -+ this.light.updateWorldMatrix( true, false ); -+ -+ mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() ); -+ - } -+ - } - - class GridHelper extends LineSegments { -- constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) { -- color1 = new Color(color1); -- color2 = new Color(color2); -+ -+ constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) { -+ -+ color1 = new Color( color1 ); -+ color2 = new Color( color2 ); -+ - const center = divisions / 2; - const step = size / divisions; - const halfSize = size / 2; -- const vertices = [], -- colors = []; -- for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) { -- vertices.push(-halfSize, 0, k, halfSize, 0, k); -- vertices.push(k, 0, -halfSize, k, 0, halfSize); -+ -+ const vertices = [], colors = []; -+ -+ for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { -+ -+ vertices.push( - halfSize, 0, k, halfSize, 0, k ); -+ vertices.push( k, 0, - halfSize, k, 0, halfSize ); -+ - const color = i === center ? color1 : color2; -- color.toArray(colors, j); -- j += 3; -- color.toArray(colors, j); -- j += 3; -- color.toArray(colors, j); -- j += 3; -- color.toArray(colors, j); -- j += 3; -+ -+ color.toArray( colors, j ); j += 3; -+ color.toArray( colors, j ); j += 3; -+ color.toArray( colors, j ); j += 3; -+ color.toArray( colors, j ); j += 3; -+ - } -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- toneMapped: false -- }); -- super(geometry, material); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.type = 'GridHelper'; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - --class PolarGridHelper extends LineSegments { -- constructor(radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) { -- color1 = new Color(color1); -- color2 = new Color(color2); -+class PolarGridHelper extends LineSegments { -+ -+ constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { -+ -+ color1 = new Color( color1 ); -+ color2 = new Color( color2 ); -+ - const vertices = []; - const colors = []; - - // create the sectors - -- if (sectors > 1) { -- for (let i = 0; i < sectors; i++) { -- const v = i / sectors * (Math.PI * 2); -- const x = Math.sin(v) * radius; -- const z = Math.cos(v) * radius; -- vertices.push(0, 0, 0); -- vertices.push(x, 0, z); -- const color = i & 1 ? color1 : color2; -- colors.push(color.r, color.g, color.b); -- colors.push(color.r, color.g, color.b); -+ if ( sectors > 1 ) { -+ -+ for ( let i = 0; i < sectors; i ++ ) { -+ -+ const v = ( i / sectors ) * ( Math.PI * 2 ); -+ -+ const x = Math.sin( v ) * radius; -+ const z = Math.cos( v ) * radius; -+ -+ vertices.push( 0, 0, 0 ); -+ vertices.push( x, 0, z ); -+ -+ const color = ( i & 1 ) ? color1 : color2; -+ -+ colors.push( color.r, color.g, color.b ); -+ colors.push( color.r, color.g, color.b ); -+ - } -+ - } - - // create the rings - -- for (let i = 0; i < rings; i++) { -- const color = i & 1 ? color1 : color2; -- const r = radius - radius / rings * i; -- for (let j = 0; j < divisions; j++) { -+ for ( let i = 0; i < rings; i ++ ) { -+ -+ const color = ( i & 1 ) ? color1 : color2; -+ -+ const r = radius - ( radius / rings * i ); -+ -+ for ( let j = 0; j < divisions; j ++ ) { -+ - // first vertex - -- let v = j / divisions * (Math.PI * 2); -- let x = Math.sin(v) * r; -- let z = Math.cos(v) * r; -- vertices.push(x, 0, z); -- colors.push(color.r, color.g, color.b); -+ let v = ( j / divisions ) * ( Math.PI * 2 ); -+ -+ let x = Math.sin( v ) * r; -+ let z = Math.cos( v ) * r; -+ -+ vertices.push( x, 0, z ); -+ colors.push( color.r, color.g, color.b ); - - // second vertex - -- v = (j + 1) / divisions * (Math.PI * 2); -- x = Math.sin(v) * r; -- z = Math.cos(v) * r; -- vertices.push(x, 0, z); -- colors.push(color.r, color.g, color.b); -+ v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); -+ -+ x = Math.sin( v ) * r; -+ z = Math.cos( v ) * r; -+ -+ vertices.push( x, 0, z ); -+ colors.push( color.r, color.g, color.b ); -+ - } -+ - } -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- toneMapped: false -- }); -- super(geometry, material); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.type = 'PolarGridHelper'; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - --const _v1 = /*@__PURE__*/new Vector3(); --const _v2 = /*@__PURE__*/new Vector3(); --const _v3 = /*@__PURE__*/new Vector3(); -+const _v1 = /*@__PURE__*/ new Vector3(); -+const _v2 = /*@__PURE__*/ new Vector3(); -+const _v3 = /*@__PURE__*/ new Vector3(); -+ - class DirectionalLightHelper extends Object3D { -- constructor(light, size, color) { -+ -+ constructor( light, size, color ) { -+ - super(); -+ - this.light = light; -+ - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.color = color; -+ - this.type = 'DirectionalLightHelper'; -- if (size === undefined) size = 1; -+ -+ if ( size === undefined ) size = 1; -+ - let geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3)); -- const material = new LineBasicMaterial({ -- fog: false, -- toneMapped: false -- }); -- this.lightPlane = new Line(geometry, material); -- this.add(this.lightPlane); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( [ -+ - size, size, 0, -+ size, size, 0, -+ size, - size, 0, -+ - size, - size, 0, -+ - size, size, 0 -+ ], 3 ) ); -+ -+ const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); -+ -+ this.lightPlane = new Line( geometry, material ); -+ this.add( this.lightPlane ); -+ - geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3)); -- this.targetLine = new Line(geometry, material); -- this.add(this.targetLine); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); -+ -+ this.targetLine = new Line( geometry, material ); -+ this.add( this.targetLine ); -+ - this.update(); -+ - } -+ - dispose() { -+ - this.lightPlane.geometry.dispose(); - this.lightPlane.material.dispose(); - this.targetLine.geometry.dispose(); - this.targetLine.material.dispose(); -+ - } -+ - update() { -- this.light.updateWorldMatrix(true, false); -- this.light.target.updateWorldMatrix(true, false); -- _v1.setFromMatrixPosition(this.light.matrixWorld); -- _v2.setFromMatrixPosition(this.light.target.matrixWorld); -- _v3.subVectors(_v2, _v1); -- this.lightPlane.lookAt(_v2); -- if (this.color !== undefined) { -- this.lightPlane.material.color.set(this.color); -- this.targetLine.material.color.set(this.color); -+ -+ this.light.updateWorldMatrix( true, false ); -+ this.light.target.updateWorldMatrix( true, false ); -+ -+ _v1.setFromMatrixPosition( this.light.matrixWorld ); -+ _v2.setFromMatrixPosition( this.light.target.matrixWorld ); -+ _v3.subVectors( _v2, _v1 ); -+ -+ this.lightPlane.lookAt( _v2 ); -+ -+ if ( this.color !== undefined ) { -+ -+ this.lightPlane.material.color.set( this.color ); -+ this.targetLine.material.color.set( this.color ); -+ - } else { -- this.lightPlane.material.color.copy(this.light.color); -- this.targetLine.material.color.copy(this.light.color); -+ -+ this.lightPlane.material.color.copy( this.light.color ); -+ this.targetLine.material.color.copy( this.light.color ); -+ - } -- this.targetLine.lookAt(_v2); -+ -+ this.targetLine.lookAt( _v2 ); - this.targetLine.scale.z = _v3.length(); -+ - } -+ - } - --const _vector = /*@__PURE__*/new Vector3(); --const _camera = /*@__PURE__*/new Camera(); -+const _vector = /*@__PURE__*/ new Vector3(); -+const _camera = /*@__PURE__*/ new Camera(); - - /** - * - shows frustum, line of sight and up of the camera -@@ -31284,261 +49269,295 @@ const _camera = /*@__PURE__*/new Camera(); - */ - - class CameraHelper extends LineSegments { -- constructor(camera) { -+ -+ constructor( camera ) { -+ - const geometry = new BufferGeometry(); -- const material = new LineBasicMaterial({ -- color: 0xffffff, -- vertexColors: true, -- toneMapped: false -- }); -+ const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); -+ - const vertices = []; - const colors = []; -+ - const pointMap = {}; - - // near - -- addLine('n1', 'n2'); -- addLine('n2', 'n4'); -- addLine('n4', 'n3'); -- addLine('n3', 'n1'); -+ addLine( 'n1', 'n2' ); -+ addLine( 'n2', 'n4' ); -+ addLine( 'n4', 'n3' ); -+ addLine( 'n3', 'n1' ); - - // far - -- addLine('f1', 'f2'); -- addLine('f2', 'f4'); -- addLine('f4', 'f3'); -- addLine('f3', 'f1'); -+ addLine( 'f1', 'f2' ); -+ addLine( 'f2', 'f4' ); -+ addLine( 'f4', 'f3' ); -+ addLine( 'f3', 'f1' ); - - // sides - -- addLine('n1', 'f1'); -- addLine('n2', 'f2'); -- addLine('n3', 'f3'); -- addLine('n4', 'f4'); -+ addLine( 'n1', 'f1' ); -+ addLine( 'n2', 'f2' ); -+ addLine( 'n3', 'f3' ); -+ addLine( 'n4', 'f4' ); - - // cone - -- addLine('p', 'n1'); -- addLine('p', 'n2'); -- addLine('p', 'n3'); -- addLine('p', 'n4'); -+ addLine( 'p', 'n1' ); -+ addLine( 'p', 'n2' ); -+ addLine( 'p', 'n3' ); -+ addLine( 'p', 'n4' ); - - // up - -- addLine('u1', 'u2'); -- addLine('u2', 'u3'); -- addLine('u3', 'u1'); -+ addLine( 'u1', 'u2' ); -+ addLine( 'u2', 'u3' ); -+ addLine( 'u3', 'u1' ); - - // target - -- addLine('c', 't'); -- addLine('p', 'c'); -+ addLine( 'c', 't' ); -+ addLine( 'p', 'c' ); - - // cross - -- addLine('cn1', 'cn2'); -- addLine('cn3', 'cn4'); -- addLine('cf1', 'cf2'); -- addLine('cf3', 'cf4'); -- function addLine(a, b) { -- addPoint(a); -- addPoint(b); -- } -- function addPoint(id) { -- vertices.push(0, 0, 0); -- colors.push(0, 0, 0); -- if (pointMap[id] === undefined) { -- pointMap[id] = []; -- } -- pointMap[id].push(vertices.length / 3 - 1); -- } -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- super(geometry, material); -+ addLine( 'cn1', 'cn2' ); -+ addLine( 'cn3', 'cn4' ); -+ -+ addLine( 'cf1', 'cf2' ); -+ addLine( 'cf3', 'cf4' ); -+ -+ function addLine( a, b ) { -+ -+ addPoint( a ); -+ addPoint( b ); -+ -+ } -+ -+ function addPoint( id ) { -+ -+ vertices.push( 0, 0, 0 ); -+ colors.push( 0, 0, 0 ); -+ -+ if ( pointMap[ id ] === undefined ) { -+ -+ pointMap[ id ] = []; -+ -+ } -+ -+ pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); -+ -+ } -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ super( geometry, material ); -+ - this.type = 'CameraHelper'; -+ - this.camera = camera; -- if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix(); -+ if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); -+ - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.pointMap = pointMap; -+ - this.update(); - - // colors - -- const colorFrustum = new Color(0xffaa00); -- const colorCone = new Color(0xff0000); -- const colorUp = new Color(0x00aaff); -- const colorTarget = new Color(0xffffff); -- const colorCross = new Color(0x333333); -- this.setColors(colorFrustum, colorCone, colorUp, colorTarget, colorCross); -+ const colorFrustum = new Color( 0xffaa00 ); -+ const colorCone = new Color( 0xff0000 ); -+ const colorUp = new Color( 0x00aaff ); -+ const colorTarget = new Color( 0xffffff ); -+ const colorCross = new Color( 0x333333 ); -+ -+ this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross ); -+ - } -- setColors(frustum, cone, up, target, cross) { -+ -+ setColors( frustum, cone, up, target, cross ) { -+ - const geometry = this.geometry; -- const colorAttribute = geometry.getAttribute('color'); -+ -+ const colorAttribute = geometry.getAttribute( 'color' ); - - // near - -- colorAttribute.setXYZ(0, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(1, frustum.r, frustum.g, frustum.b); // n1, n2 -- colorAttribute.setXYZ(2, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(3, frustum.r, frustum.g, frustum.b); // n2, n4 -- colorAttribute.setXYZ(4, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(5, frustum.r, frustum.g, frustum.b); // n4, n3 -- colorAttribute.setXYZ(6, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(7, frustum.r, frustum.g, frustum.b); // n3, n1 -+ colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2 -+ colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4 -+ colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3 -+ colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1 - - // far - -- colorAttribute.setXYZ(8, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(9, frustum.r, frustum.g, frustum.b); // f1, f2 -- colorAttribute.setXYZ(10, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(11, frustum.r, frustum.g, frustum.b); // f2, f4 -- colorAttribute.setXYZ(12, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(13, frustum.r, frustum.g, frustum.b); // f4, f3 -- colorAttribute.setXYZ(14, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(15, frustum.r, frustum.g, frustum.b); // f3, f1 -+ colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2 -+ colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4 -+ colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3 -+ colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1 - - // sides - -- colorAttribute.setXYZ(16, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(17, frustum.r, frustum.g, frustum.b); // n1, f1 -- colorAttribute.setXYZ(18, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(19, frustum.r, frustum.g, frustum.b); // n2, f2 -- colorAttribute.setXYZ(20, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(21, frustum.r, frustum.g, frustum.b); // n3, f3 -- colorAttribute.setXYZ(22, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(23, frustum.r, frustum.g, frustum.b); // n4, f4 -+ colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1 -+ colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2 -+ colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3 -+ colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4 - - // cone - -- colorAttribute.setXYZ(24, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(25, cone.r, cone.g, cone.b); // p, n1 -- colorAttribute.setXYZ(26, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(27, cone.r, cone.g, cone.b); // p, n2 -- colorAttribute.setXYZ(28, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(29, cone.r, cone.g, cone.b); // p, n3 -- colorAttribute.setXYZ(30, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(31, cone.r, cone.g, cone.b); // p, n4 -+ colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1 -+ colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2 -+ colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3 -+ colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4 - - // up - -- colorAttribute.setXYZ(32, up.r, up.g, up.b); -- colorAttribute.setXYZ(33, up.r, up.g, up.b); // u1, u2 -- colorAttribute.setXYZ(34, up.r, up.g, up.b); -- colorAttribute.setXYZ(35, up.r, up.g, up.b); // u2, u3 -- colorAttribute.setXYZ(36, up.r, up.g, up.b); -- colorAttribute.setXYZ(37, up.r, up.g, up.b); // u3, u1 -+ colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2 -+ colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3 -+ colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1 - - // target - -- colorAttribute.setXYZ(38, target.r, target.g, target.b); -- colorAttribute.setXYZ(39, target.r, target.g, target.b); // c, t -- colorAttribute.setXYZ(40, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(41, cross.r, cross.g, cross.b); // p, c -+ colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t -+ colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c - - // cross - -- colorAttribute.setXYZ(42, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(43, cross.r, cross.g, cross.b); // cn1, cn2 -- colorAttribute.setXYZ(44, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(45, cross.r, cross.g, cross.b); // cn3, cn4 -+ colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2 -+ colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4 - -- colorAttribute.setXYZ(46, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(47, cross.r, cross.g, cross.b); // cf1, cf2 -- colorAttribute.setXYZ(48, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(49, cross.r, cross.g, cross.b); // cf3, cf4 -+ colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2 -+ colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4 - - colorAttribute.needsUpdate = true; -+ - } -+ - update() { -+ - const geometry = this.geometry; - const pointMap = this.pointMap; -- const w = 1, -- h = 1; -+ -+ const w = 1, h = 1; - - // we need just camera projection matrix inverse - // world matrix must be identity - -- _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); -+ _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); - - // center / target - -- setPoint('c', pointMap, geometry, _camera, 0, 0, -1); -- setPoint('t', pointMap, geometry, _camera, 0, 0, 1); -+ setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); -+ setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); - - // near - -- setPoint('n1', pointMap, geometry, _camera, -w, -h, -1); -- setPoint('n2', pointMap, geometry, _camera, w, -h, -1); -- setPoint('n3', pointMap, geometry, _camera, -w, h, -1); -- setPoint('n4', pointMap, geometry, _camera, w, h, -1); -+ setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); -+ setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); -+ setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); -+ setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); - - // far - -- setPoint('f1', pointMap, geometry, _camera, -w, -h, 1); -- setPoint('f2', pointMap, geometry, _camera, w, -h, 1); -- setPoint('f3', pointMap, geometry, _camera, -w, h, 1); -- setPoint('f4', pointMap, geometry, _camera, w, h, 1); -+ setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); -+ setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); -+ setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); -+ setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); - - // up - -- setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1); -- setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1); -- setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); -+ setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); -+ setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); -+ setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); - - // cross - -- setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1); -- setPoint('cf2', pointMap, geometry, _camera, w, 0, 1); -- setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1); -- setPoint('cf4', pointMap, geometry, _camera, 0, h, 1); -- setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1); -- setPoint('cn2', pointMap, geometry, _camera, w, 0, -1); -- setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1); -- setPoint('cn4', pointMap, geometry, _camera, 0, h, -1); -- geometry.getAttribute('position').needsUpdate = true; -+ setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); -+ setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); -+ setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); -+ setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); -+ -+ setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); -+ setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); -+ setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); -+ setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); -+ -+ geometry.getAttribute( 'position' ).needsUpdate = true; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } --function setPoint(point, pointMap, geometry, camera, x, y, z) { -- _vector.set(x, y, z).unproject(camera); -- const points = pointMap[point]; -- if (points !== undefined) { -- const position = geometry.getAttribute('position'); -- for (let i = 0, l = points.length; i < l; i++) { -- position.setXYZ(points[i], _vector.x, _vector.y, _vector.z); -+ -+ -+function setPoint( point, pointMap, geometry, camera, x, y, z ) { -+ -+ _vector.set( x, y, z ).unproject( camera ); -+ -+ const points = pointMap[ point ]; -+ -+ if ( points !== undefined ) { -+ -+ const position = geometry.getAttribute( 'position' ); -+ -+ for ( let i = 0, l = points.length; i < l; i ++ ) { -+ -+ position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z ); -+ - } -+ - } -+ - } - --const _box = /*@__PURE__*/new Box3(); -+const _box = /*@__PURE__*/ new Box3(); -+ - class BoxHelper extends LineSegments { -- constructor(object, color = 0xffff00) { -- const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]); -- const positions = new Float32Array(8 * 3); -+ -+ constructor( object, color = 0xffff00 ) { -+ -+ const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); -+ const positions = new Float32Array( 8 * 3 ); -+ - const geometry = new BufferGeometry(); -- geometry.setIndex(new BufferAttribute(indices, 1)); -- geometry.setAttribute('position', new BufferAttribute(positions, 3)); -- super(geometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ geometry.setIndex( new BufferAttribute( indices, 1 ) ); -+ geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); -+ -+ super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); -+ - this.object = object; - this.type = 'BoxHelper'; -+ - this.matrixAutoUpdate = false; -+ - this.update(); -+ - } -- update(object) { -- if (object !== undefined) { -- console.warn('THREE.BoxHelper: .update() has no longer arguments.'); -+ -+ update( object ) { -+ -+ if ( object !== undefined ) { -+ -+ console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); -+ - } -- if (this.object !== undefined) { -- _box.setFromObject(this.object); -+ -+ if ( this.object !== undefined ) { -+ -+ _box.setFromObject( this.object ); -+ - } -- if (_box.isEmpty()) return; -+ -+ if ( _box.isEmpty() ) return; -+ - const min = _box.min; - const max = _box.max; - -@@ -31547,7 +49566,8 @@ class BoxHelper extends LineSegments { - 1/___0/| - | 6__|_7 - 2/___3/ -- 0: max.x, max.y, max.z -+ -+ 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z -@@ -31559,318 +49579,472 @@ class BoxHelper extends LineSegments { - - const position = this.geometry.attributes.position; - const array = position.array; -- array[0] = max.x; -- array[1] = max.y; -- array[2] = max.z; -- array[3] = min.x; -- array[4] = max.y; -- array[5] = max.z; -- array[6] = min.x; -- array[7] = min.y; -- array[8] = max.z; -- array[9] = max.x; -- array[10] = min.y; -- array[11] = max.z; -- array[12] = max.x; -- array[13] = max.y; -- array[14] = min.z; -- array[15] = min.x; -- array[16] = max.y; -- array[17] = min.z; -- array[18] = min.x; -- array[19] = min.y; -- array[20] = min.z; -- array[21] = max.x; -- array[22] = min.y; -- array[23] = min.z; -+ -+ array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; -+ array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; -+ array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; -+ array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; -+ array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; -+ array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; -+ array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; -+ array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; -+ - position.needsUpdate = true; -+ - this.geometry.computeBoundingSphere(); -+ - } -- setFromObject(object) { -+ -+ setFromObject( object ) { -+ - this.object = object; - this.update(); -+ - return this; -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.object = source.object; -+ - return this; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - - class Box3Helper extends LineSegments { -- constructor(box, color = 0xffff00) { -- const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]); -- const positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1]; -+ -+ constructor( box, color = 0xffff00 ) { -+ -+ const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); -+ -+ const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; -+ - const geometry = new BufferGeometry(); -- geometry.setIndex(new BufferAttribute(indices, 1)); -- geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); -- super(geometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ -+ geometry.setIndex( new BufferAttribute( indices, 1 ) ); -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); -+ -+ super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); -+ - this.box = box; -+ - this.type = 'Box3Helper'; -+ - this.geometry.computeBoundingSphere(); -+ - } -- updateMatrixWorld(force) { -+ -+ updateMatrixWorld( force ) { -+ - const box = this.box; -- if (box.isEmpty()) return; -- box.getCenter(this.position); -- box.getSize(this.scale); -- this.scale.multiplyScalar(0.5); -- super.updateMatrixWorld(force); -+ -+ if ( box.isEmpty() ) return; -+ -+ box.getCenter( this.position ); -+ -+ box.getSize( this.scale ); -+ -+ this.scale.multiplyScalar( 0.5 ); -+ -+ super.updateMatrixWorld( force ); -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - - class PlaneHelper extends Line { -- constructor(plane, size = 1, hex = 0xffff00) { -+ -+ constructor( plane, size = 1, hex = 0xffff00 ) { -+ - const color = hex; -- const positions = [1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0]; -+ -+ const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ]; -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); -- super(geometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ -+ super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); -+ - this.type = 'PlaneHelper'; -+ - this.plane = plane; -+ - this.size = size; -- const positions2 = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]; -+ -+ const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ]; -+ - const geometry2 = new BufferGeometry(); -- geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3)); -+ geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); -- this.add(new Mesh(geometry2, new MeshBasicMaterial({ -- color: color, -- opacity: 0.2, -- transparent: true, -- depthWrite: false, -- toneMapped: false -- }))); -+ -+ this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); -+ - } -- updateMatrixWorld(force) { -- this.position.set(0, 0, 0); -- this.scale.set(0.5 * this.size, 0.5 * this.size, 1); -- this.lookAt(this.plane.normal); -- this.translateZ(-this.plane.constant); -- super.updateMatrixWorld(force); -+ -+ updateMatrixWorld( force ) { -+ -+ this.position.set( 0, 0, 0 ); -+ -+ this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 ); -+ -+ this.lookAt( this.plane.normal ); -+ -+ this.translateZ( - this.plane.constant ); -+ -+ super.updateMatrixWorld( force ); -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -- this.children[0].geometry.dispose(); -- this.children[0].material.dispose(); -+ this.children[ 0 ].geometry.dispose(); -+ this.children[ 0 ].material.dispose(); -+ - } -+ - } - --const _axis = /*@__PURE__*/new Vector3(); -+const _axis = /*@__PURE__*/ new Vector3(); - let _lineGeometry, _coneGeometry; -+ - class ArrowHelper extends Object3D { -+ - // dir is assumed to be normalized - -- constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) { -+ constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) { -+ - super(); -+ - this.type = 'ArrowHelper'; -- if (_lineGeometry === undefined) { -+ -+ if ( _lineGeometry === undefined ) { -+ - _lineGeometry = new BufferGeometry(); -- _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3)); -- _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1); -- _coneGeometry.translate(0, -0.5, 0); -- } -- this.position.copy(origin); -- this.line = new Line(_lineGeometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); -+ -+ _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 ); -+ _coneGeometry.translate( 0, - 0.5, 0 ); -+ -+ } -+ -+ this.position.copy( origin ); -+ -+ this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - this.line.matrixAutoUpdate = false; -- this.add(this.line); -- this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ this.add( this.line ); -+ -+ this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); - this.cone.matrixAutoUpdate = false; -- this.add(this.cone); -- this.setDirection(dir); -- this.setLength(length, headLength, headWidth); -+ this.add( this.cone ); -+ -+ this.setDirection( dir ); -+ this.setLength( length, headLength, headWidth ); -+ - } -- setDirection(dir) { -+ -+ setDirection( dir ) { -+ - // dir is assumed to be normalized - -- if (dir.y > 0.99999) { -- this.quaternion.set(0, 0, 0, 1); -- } else if (dir.y < -0.99999) { -- this.quaternion.set(1, 0, 0, 0); -+ if ( dir.y > 0.99999 ) { -+ -+ this.quaternion.set( 0, 0, 0, 1 ); -+ -+ } else if ( dir.y < - 0.99999 ) { -+ -+ this.quaternion.set( 1, 0, 0, 0 ); -+ - } else { -- _axis.set(dir.z, 0, -dir.x).normalize(); -- const radians = Math.acos(dir.y); -- this.quaternion.setFromAxisAngle(_axis, radians); -+ -+ _axis.set( dir.z, 0, - dir.x ).normalize(); -+ -+ const radians = Math.acos( dir.y ); -+ -+ this.quaternion.setFromAxisAngle( _axis, radians ); -+ - } -+ - } -- setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) { -- this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458 -+ -+ setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) { -+ -+ this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 - this.line.updateMatrix(); -- this.cone.scale.set(headWidth, headLength, headWidth); -+ -+ this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); -+ - } -- setColor(color) { -- this.line.material.color.set(color); -- this.cone.material.color.set(color); -+ -+ setColor( color ) { -+ -+ this.line.material.color.set( color ); -+ this.cone.material.color.set( color ); -+ - } -- copy(source) { -- super.copy(source, false); -- this.line.copy(source.line); -- this.cone.copy(source.cone); -+ -+ copy( source ) { -+ -+ super.copy( source, false ); -+ -+ this.line.copy( source.line ); -+ this.cone.copy( source.cone ); -+ - return this; -+ - } -+ - dispose() { -+ - this.line.geometry.dispose(); - this.line.material.dispose(); - this.cone.geometry.dispose(); - this.cone.material.dispose(); -+ - } -+ - } - - class AxesHelper extends LineSegments { -- constructor(size = 1) { -- const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size]; -- const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1]; -+ -+ constructor( size = 1 ) { -+ -+ const vertices = [ -+ 0, 0, 0, size, 0, 0, -+ 0, 0, 0, 0, size, 0, -+ 0, 0, 0, 0, 0, size -+ ]; -+ -+ const colors = [ -+ 1, 0, 0, 1, 0.6, 0, -+ 0, 1, 0, 0.6, 1, 0, -+ 0, 0, 1, 0, 0.6, 1 -+ ]; -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- toneMapped: false -- }); -- super(geometry, material); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.type = 'AxesHelper'; -+ - } -- setColors(xAxisColor, yAxisColor, zAxisColor) { -+ -+ setColors( xAxisColor, yAxisColor, zAxisColor ) { -+ - const color = new Color(); - const array = this.geometry.attributes.color.array; -- color.set(xAxisColor); -- color.toArray(array, 0); -- color.toArray(array, 3); -- color.set(yAxisColor); -- color.toArray(array, 6); -- color.toArray(array, 9); -- color.set(zAxisColor); -- color.toArray(array, 12); -- color.toArray(array, 15); -+ -+ color.set( xAxisColor ); -+ color.toArray( array, 0 ); -+ color.toArray( array, 3 ); -+ -+ color.set( yAxisColor ); -+ color.toArray( array, 6 ); -+ color.toArray( array, 9 ); -+ -+ color.set( zAxisColor ); -+ color.toArray( array, 12 ); -+ color.toArray( array, 15 ); -+ - this.geometry.attributes.color.needsUpdate = true; -+ - return this; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - - class ShapePath { -+ - constructor() { -+ - this.type = 'ShapePath'; -+ - this.color = new Color(); -+ - this.subPaths = []; - this.currentPath = null; -+ - } -- moveTo(x, y) { -+ -+ moveTo( x, y ) { -+ - this.currentPath = new Path(); -- this.subPaths.push(this.currentPath); -- this.currentPath.moveTo(x, y); -+ this.subPaths.push( this.currentPath ); -+ this.currentPath.moveTo( x, y ); -+ - return this; -+ - } -- lineTo(x, y) { -- this.currentPath.lineTo(x, y); -+ -+ lineTo( x, y ) { -+ -+ this.currentPath.lineTo( x, y ); -+ - return this; -+ - } -- quadraticCurveTo(aCPx, aCPy, aX, aY) { -- this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY); -+ -+ quadraticCurveTo( aCPx, aCPy, aX, aY ) { -+ -+ this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); -+ - return this; -+ - } -- bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { -- this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY); -+ -+ bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { -+ -+ this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); -+ - return this; -+ - } -- splineThru(pts) { -- this.currentPath.splineThru(pts); -+ -+ splineThru( pts ) { -+ -+ this.currentPath.splineThru( pts ); -+ - return this; -+ - } -- toShapes(isCCW) { -- function toShapesNoHoles(inSubpaths) { -+ -+ toShapes( isCCW ) { -+ -+ function toShapesNoHoles( inSubpaths ) { -+ - const shapes = []; -- for (let i = 0, l = inSubpaths.length; i < l; i++) { -- const tmpPath = inSubpaths[i]; -+ -+ for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) { -+ -+ const tmpPath = inSubpaths[ i ]; -+ - const tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; -- shapes.push(tmpShape); -+ -+ shapes.push( tmpShape ); -+ - } -+ - return shapes; -+ - } -- function isPointInsidePolygon(inPt, inPolygon) { -+ -+ function isPointInsidePolygon( inPt, inPolygon ) { -+ - const polyLen = inPolygon.length; - -- // inPt on polygon contour => immediate success or -+ // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge -- // with the horizontal line through inPt, left of inPt -- // not counting lowerY endpoints of edges and whole edges on that line -+ // with the horizontal line through inPt, left of inPt -+ // not counting lowerY endpoints of edges and whole edges on that line - let inside = false; -- for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) { -- let edgeLowPt = inPolygon[p]; -- let edgeHighPt = inPolygon[q]; -+ for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { -+ -+ let edgeLowPt = inPolygon[ p ]; -+ let edgeHighPt = inPolygon[ q ]; -+ - let edgeDx = edgeHighPt.x - edgeLowPt.x; - let edgeDy = edgeHighPt.y - edgeLowPt.y; -- if (Math.abs(edgeDy) > Number.EPSILON) { -+ -+ if ( Math.abs( edgeDy ) > Number.EPSILON ) { -+ - // not parallel -- if (edgeDy < 0) { -- edgeLowPt = inPolygon[q]; -- edgeDx = -edgeDx; -- edgeHighPt = inPolygon[p]; -- edgeDy = -edgeDy; -+ if ( edgeDy < 0 ) { -+ -+ edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; -+ edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; -+ - } -- if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue; -- if (inPt.y === edgeLowPt.y) { -- if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ? -+ -+ if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; -+ -+ if ( inPt.y === edgeLowPt.y ) { -+ -+ if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! -+ - } else { -- const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y); -- if (perpEdge === 0) return true; // inPt is on contour ? -- if (perpEdge < 0) continue; -- inside = !inside; // true intersection left of inPt -+ -+ const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); -+ if ( perpEdge === 0 ) return true; // inPt is on contour ? -+ if ( perpEdge < 0 ) continue; -+ inside = ! inside; // true intersection left of inPt -+ - } -+ - } else { -+ - // parallel or collinear -- if (inPt.y !== edgeLowPt.y) continue; // parallel -+ if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge lies on the same horizontal line as inPt -- if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour ! -+ if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || -+ ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; -+ - } -+ - } - -- return inside; -+ return inside; -+ - } -+ - const isClockWise = ShapeUtils.isClockWise; -+ - const subPaths = this.subPaths; -- if (subPaths.length === 0) return []; -+ if ( subPaths.length === 0 ) return []; -+ - let solid, tmpPath, tmpShape; - const shapes = []; -- if (subPaths.length === 1) { -- tmpPath = subPaths[0]; -+ -+ if ( subPaths.length === 1 ) { -+ -+ tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; -- shapes.push(tmpShape); -+ shapes.push( tmpShape ); - return shapes; -+ - } -- let holesFirst = !isClockWise(subPaths[0].getPoints()); -- holesFirst = isCCW ? !holesFirst : holesFirst; -+ -+ let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); -+ holesFirst = isCCW ? ! holesFirst : holesFirst; - - // console.log("Holes first", holesFirst); - -@@ -31879,172 +50053,253 @@ class ShapePath { - let newShapeHoles = []; - let mainIdx = 0; - let tmpPoints; -- newShapes[mainIdx] = undefined; -- newShapeHoles[mainIdx] = []; -- for (let i = 0, l = subPaths.length; i < l; i++) { -- tmpPath = subPaths[i]; -+ -+ newShapes[ mainIdx ] = undefined; -+ newShapeHoles[ mainIdx ] = []; -+ -+ for ( let i = 0, l = subPaths.length; i < l; i ++ ) { -+ -+ tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); -- solid = isClockWise(tmpPoints); -- solid = isCCW ? !solid : solid; -- if (solid) { -- if (!holesFirst && newShapes[mainIdx]) mainIdx++; -- newShapes[mainIdx] = { -- s: new Shape(), -- p: tmpPoints -- }; -- newShapes[mainIdx].s.curves = tmpPath.curves; -- if (holesFirst) mainIdx++; -- newShapeHoles[mainIdx] = []; -+ solid = isClockWise( tmpPoints ); -+ solid = isCCW ? ! solid : solid; -+ -+ if ( solid ) { -+ -+ if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; -+ -+ newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; -+ newShapes[ mainIdx ].s.curves = tmpPath.curves; -+ -+ if ( holesFirst ) mainIdx ++; -+ newShapeHoles[ mainIdx ] = []; - - //console.log('cw', i); -+ - } else { -- newShapeHoles[mainIdx].push({ -- h: tmpPath, -- p: tmpPoints[0] -- }); -+ -+ newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - - //console.log('ccw', i); -+ - } -+ - } - - // only Holes? -> probably all Shapes with wrong orientation -- if (!newShapes[0]) return toShapesNoHoles(subPaths); -- if (newShapes.length > 1) { -+ if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); -+ -+ -+ if ( newShapes.length > 1 ) { -+ - let ambiguous = false; - let toChange = 0; -- for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) { -- betterShapeHoles[sIdx] = []; -+ -+ for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { -+ -+ betterShapeHoles[ sIdx ] = []; -+ - } -- for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) { -- const sho = newShapeHoles[sIdx]; -- for (let hIdx = 0; hIdx < sho.length; hIdx++) { -- const ho = sho[hIdx]; -+ -+ for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { -+ -+ const sho = newShapeHoles[ sIdx ]; -+ -+ for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) { -+ -+ const ho = sho[ hIdx ]; - let hole_unassigned = true; -- for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) { -- if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) { -- if (sIdx !== s2Idx) toChange++; -- if (hole_unassigned) { -+ -+ for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { -+ -+ if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { -+ -+ if ( sIdx !== s2Idx ) toChange ++; -+ -+ if ( hole_unassigned ) { -+ - hole_unassigned = false; -- betterShapeHoles[s2Idx].push(ho); -+ betterShapeHoles[ s2Idx ].push( ho ); -+ - } else { -+ - ambiguous = true; -+ - } -+ - } -+ - } -- if (hole_unassigned) { -- betterShapeHoles[sIdx].push(ho); -+ -+ if ( hole_unassigned ) { -+ -+ betterShapeHoles[ sIdx ].push( ho ); -+ - } -+ - } -+ - } -- if (toChange > 0 && ambiguous === false) { -+ -+ if ( toChange > 0 && ambiguous === false ) { -+ - newShapeHoles = betterShapeHoles; -+ - } -+ - } -+ - let tmpHoles; -- for (let i = 0, il = newShapes.length; i < il; i++) { -- tmpShape = newShapes[i].s; -- shapes.push(tmpShape); -- tmpHoles = newShapeHoles[i]; -- for (let j = 0, jl = tmpHoles.length; j < jl; j++) { -- tmpShape.holes.push(tmpHoles[j].h); -+ -+ for ( let i = 0, il = newShapes.length; i < il; i ++ ) { -+ -+ tmpShape = newShapes[ i ].s; -+ shapes.push( tmpShape ); -+ tmpHoles = newShapeHoles[ i ]; -+ -+ for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) { -+ -+ tmpShape.holes.push( tmpHoles[ j ].h ); -+ - } -+ - } - - //console.log("shape", shapes); - - return shapes; -+ - } -+ - } - - // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf - --const _tables = /*@__PURE__*/_generateTables(); -+const _tables = /*@__PURE__*/ _generateTables(); -+ - function _generateTables() { -+ - // float32 to float16 helpers - -- const buffer = new ArrayBuffer(4); -- const floatView = new Float32Array(buffer); -- const uint32View = new Uint32Array(buffer); -- const baseTable = new Uint32Array(512); -- const shiftTable = new Uint32Array(512); -- for (let i = 0; i < 256; ++i) { -+ const buffer = new ArrayBuffer( 4 ); -+ const floatView = new Float32Array( buffer ); -+ const uint32View = new Uint32Array( buffer ); -+ -+ const baseTable = new Uint32Array( 512 ); -+ const shiftTable = new Uint32Array( 512 ); -+ -+ for ( let i = 0; i < 256; ++ i ) { -+ - const e = i - 127; - - // very small number (0, -0) - -- if (e < -27) { -- baseTable[i] = 0x0000; -- baseTable[i | 0x100] = 0x8000; -- shiftTable[i] = 24; -- shiftTable[i | 0x100] = 24; -+ if ( e < - 27 ) { -+ -+ baseTable[ i ] = 0x0000; -+ baseTable[ i | 0x100 ] = 0x8000; -+ shiftTable[ i ] = 24; -+ shiftTable[ i | 0x100 ] = 24; - - // small number (denorm) -- } else if (e < -14) { -- baseTable[i] = 0x0400 >> -e - 14; -- baseTable[i | 0x100] = 0x0400 >> -e - 14 | 0x8000; -- shiftTable[i] = -e - 1; -- shiftTable[i | 0x100] = -e - 1; -+ -+ } else if ( e < - 14 ) { -+ -+ baseTable[ i ] = 0x0400 >> ( - e - 14 ); -+ baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000; -+ shiftTable[ i ] = - e - 1; -+ shiftTable[ i | 0x100 ] = - e - 1; - - // normal number -- } else if (e <= 15) { -- baseTable[i] = e + 15 << 10; -- baseTable[i | 0x100] = e + 15 << 10 | 0x8000; -- shiftTable[i] = 13; -- shiftTable[i | 0x100] = 13; -+ -+ } else if ( e <= 15 ) { -+ -+ baseTable[ i ] = ( e + 15 ) << 10; -+ baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000; -+ shiftTable[ i ] = 13; -+ shiftTable[ i | 0x100 ] = 13; - - // large number (Infinity, -Infinity) -- } else if (e < 128) { -- baseTable[i] = 0x7c00; -- baseTable[i | 0x100] = 0xfc00; -- shiftTable[i] = 24; -- shiftTable[i | 0x100] = 24; -+ -+ } else if ( e < 128 ) { -+ -+ baseTable[ i ] = 0x7c00; -+ baseTable[ i | 0x100 ] = 0xfc00; -+ shiftTable[ i ] = 24; -+ shiftTable[ i | 0x100 ] = 24; - - // stay (NaN, Infinity, -Infinity) -+ - } else { -- baseTable[i] = 0x7c00; -- baseTable[i | 0x100] = 0xfc00; -- shiftTable[i] = 13; -- shiftTable[i | 0x100] = 13; -+ -+ baseTable[ i ] = 0x7c00; -+ baseTable[ i | 0x100 ] = 0xfc00; -+ shiftTable[ i ] = 13; -+ shiftTable[ i | 0x100 ] = 13; -+ - } -+ - } - - // float16 to float32 helpers - -- const mantissaTable = new Uint32Array(2048); -- const exponentTable = new Uint32Array(64); -- const offsetTable = new Uint32Array(64); -- for (let i = 1; i < 1024; ++i) { -+ const mantissaTable = new Uint32Array( 2048 ); -+ const exponentTable = new Uint32Array( 64 ); -+ const offsetTable = new Uint32Array( 64 ); -+ -+ for ( let i = 1; i < 1024; ++ i ) { -+ - let m = i << 13; // zero pad mantissa bits - let e = 0; // zero exponent - - // normalized -- while ((m & 0x00800000) === 0) { -+ while ( ( m & 0x00800000 ) === 0 ) { -+ - m <<= 1; - e -= 0x00800000; // decrement exponent -+ - } - -- m &= ~0x00800000; // clear leading 1 bit -+ m &= ~ 0x00800000; // clear leading 1 bit - e += 0x38800000; // adjust bias - -- mantissaTable[i] = m | e; -+ mantissaTable[ i ] = m | e; -+ - } -- for (let i = 1024; i < 2048; ++i) { -- mantissaTable[i] = 0x38000000 + (i - 1024 << 13); -+ -+ for ( let i = 1024; i < 2048; ++ i ) { -+ -+ mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); -+ - } -- for (let i = 1; i < 31; ++i) { -- exponentTable[i] = i << 23; -+ -+ for ( let i = 1; i < 31; ++ i ) { -+ -+ exponentTable[ i ] = i << 23; -+ - } -- exponentTable[31] = 0x47800000; -- exponentTable[32] = 0x80000000; -- for (let i = 33; i < 63; ++i) { -- exponentTable[i] = 0x80000000 + (i - 32 << 23); -+ -+ exponentTable[ 31 ] = 0x47800000; -+ exponentTable[ 32 ] = 0x80000000; -+ -+ for ( let i = 33; i < 63; ++ i ) { -+ -+ exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 ); -+ - } -- exponentTable[63] = 0xc7800000; -- for (let i = 1; i < 64; ++i) { -- if (i !== 32) { -- offsetTable[i] = 1024; -+ -+ exponentTable[ 63 ] = 0xc7800000; -+ -+ for ( let i = 1; i < 64; ++ i ) { -+ -+ if ( i !== 32 ) { -+ -+ offsetTable[ i ] = 1024; -+ - } -+ - } -+ - return { - floatView: floatView, - uint32View: uint32View, -@@ -32054,25 +50309,32 @@ function _generateTables() { - exponentTable: exponentTable, - offsetTable: offsetTable - }; -+ - } - - // float32 to float16 - --function toHalfFloat(val) { -- if (Math.abs(val) > 65504) console.warn('THREE.DataUtils.toHalfFloat(): Value out of range.'); -- val = clamp(val, -65504, 65504); -- _tables.floatView[0] = val; -- const f = _tables.uint32View[0]; -- const e = f >> 23 & 0x1ff; -- return _tables.baseTable[e] + ((f & 0x007fffff) >> _tables.shiftTable[e]); -+function toHalfFloat( val ) { -+ -+ if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' ); -+ -+ val = clamp( val, - 65504, 65504 ); -+ -+ _tables.floatView[ 0 ] = val; -+ const f = _tables.uint32View[ 0 ]; -+ const e = ( f >> 23 ) & 0x1ff; -+ return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] ); -+ - } - - // float16 to float32 - --function fromHalfFloat(val) { -+function fromHalfFloat( val ) { -+ - const m = val >> 10; -- _tables.uint32View[0] = _tables.mantissaTable[_tables.offsetTable[m] + (val & 0x3ff)] + _tables.exponentTable[m]; -- return _tables.floatView[0]; -+ _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; -+ return _tables.floatView[ 0 ]; -+ - } - - var DataUtils = /*#__PURE__*/Object.freeze({ -@@ -32084,221 +50346,319 @@ var DataUtils = /*#__PURE__*/Object.freeze({ - // r134, d65e0af06644fe5a84a6fc0e372f4318f95a04c0 - - function ImmediateRenderObject() { -- console.error('THREE.ImmediateRenderObject has been removed.'); -+ -+ console.error( 'THREE.ImmediateRenderObject has been removed.' ); -+ - } - - // r138, 48b05d3500acc084df50be9b4c90781ad9b8cb17 - - class WebGLMultisampleRenderTarget extends WebGLRenderTarget { -- constructor(width, height, options) { -- console.error('THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the "samples" property to greater 0 to enable multisampling.'); -- super(width, height, options); -+ -+ constructor( width, height, options ) { -+ -+ console.error( 'THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the "samples" property to greater 0 to enable multisampling.' ); -+ super( width, height, options ); - this.samples = 4; -+ - } -+ - } - - // r138, f9cd9cab03b7b64244e304900a3a2eeaa3a588ce - - class DataTexture2DArray extends DataArrayTexture { -- constructor(data, width, height, depth) { -- console.warn('THREE.DataTexture2DArray has been renamed to DataArrayTexture.'); -- super(data, width, height, depth); -+ -+ constructor( data, width, height, depth ) { -+ -+ console.warn( 'THREE.DataTexture2DArray has been renamed to DataArrayTexture.' ); -+ super( data, width, height, depth ); -+ - } -+ - } - - // r138, f9cd9cab03b7b64244e304900a3a2eeaa3a588ce - - class DataTexture3D extends Data3DTexture { -- constructor(data, width, height, depth) { -- console.warn('THREE.DataTexture3D has been renamed to Data3DTexture.'); -- super(data, width, height, depth); -+ -+ constructor( data, width, height, depth ) { -+ -+ console.warn( 'THREE.DataTexture3D has been renamed to Data3DTexture.' ); -+ super( data, width, height, depth ); -+ - } -+ - } - - // r144 - - class BoxBufferGeometry extends BoxGeometry { -- constructor(width, height, depth, widthSegments, heightSegments, depthSegments) { -- console.warn('THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry.'); -- super(width, height, depth, widthSegments, heightSegments, depthSegments); -+ -+ constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) { -+ -+ console.warn( 'THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry.' ); -+ super( width, height, depth, widthSegments, heightSegments, depthSegments ); -+ -+ - } -+ - } - - // r144 - - class CapsuleBufferGeometry extends CapsuleGeometry { -- constructor(radius, length, capSegments, radialSegments) { -- console.warn('THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry.'); -- super(radius, length, capSegments, radialSegments); -+ -+ constructor( radius, length, capSegments, radialSegments ) { -+ -+ console.warn( 'THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry.' ); -+ super( radius, length, capSegments, radialSegments ); -+ - } -+ - } - - // r144 - - class CircleBufferGeometry extends CircleGeometry { -- constructor(radius, segments, thetaStart, thetaLength) { -- console.warn('THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry.'); -- super(radius, segments, thetaStart, thetaLength); -+ -+ constructor( radius, segments, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry.' ); -+ super( radius, segments, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class ConeBufferGeometry extends ConeGeometry { -- constructor(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { -- console.warn('THREE.ConeBufferGeometry has been renamed to THREE.ConeGeometry.'); -- super(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength); -+ -+ constructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.ConeBufferGeometry has been renamed to THREE.ConeGeometry.' ); -+ super( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class CylinderBufferGeometry extends CylinderGeometry { -- constructor(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { -- console.warn('THREE.CylinderBufferGeometry has been renamed to THREE.CylinderGeometry.'); -- super(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength); -+ -+ constructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.CylinderBufferGeometry has been renamed to THREE.CylinderGeometry.' ); -+ super( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class DodecahedronBufferGeometry extends DodecahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.DodecahedronBufferGeometry has been renamed to THREE.DodecahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.DodecahedronBufferGeometry has been renamed to THREE.DodecahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class ExtrudeBufferGeometry extends ExtrudeGeometry { -- constructor(shapes, options) { -- console.warn('THREE.ExtrudeBufferGeometry has been renamed to THREE.ExtrudeGeometry.'); -- super(shapes, options); -+ -+ constructor( shapes, options ) { -+ -+ console.warn( 'THREE.ExtrudeBufferGeometry has been renamed to THREE.ExtrudeGeometry.' ); -+ super( shapes, options ); -+ - } -+ - } - - // r144 - - class IcosahedronBufferGeometry extends IcosahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.IcosahedronBufferGeometry has been renamed to THREE.IcosahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.IcosahedronBufferGeometry has been renamed to THREE.IcosahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class LatheBufferGeometry extends LatheGeometry { -- constructor(points, segments, phiStart, phiLength) { -- console.warn('THREE.LatheBufferGeometry has been renamed to THREE.LatheGeometry.'); -- super(points, segments, phiStart, phiLength); -+ -+ constructor( points, segments, phiStart, phiLength ) { -+ -+ console.warn( 'THREE.LatheBufferGeometry has been renamed to THREE.LatheGeometry.' ); -+ super( points, segments, phiStart, phiLength ); -+ - } -+ - } - - // r144 - - class OctahedronBufferGeometry extends OctahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.OctahedronBufferGeometry has been renamed to THREE.OctahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.OctahedronBufferGeometry has been renamed to THREE.OctahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class PlaneBufferGeometry extends PlaneGeometry { -- constructor(width, height, widthSegments, heightSegments) { -- console.warn('THREE.PlaneBufferGeometry has been renamed to THREE.PlaneGeometry.'); -- super(width, height, widthSegments, heightSegments); -+ -+ constructor( width, height, widthSegments, heightSegments ) { -+ -+ console.warn( 'THREE.PlaneBufferGeometry has been renamed to THREE.PlaneGeometry.' ); -+ super( width, height, widthSegments, heightSegments ); -+ - } -+ - } - - // r144 - - class PolyhedronBufferGeometry extends PolyhedronGeometry { -- constructor(vertices, indices, radius, detail) { -- console.warn('THREE.PolyhedronBufferGeometry has been renamed to THREE.PolyhedronGeometry.'); -- super(vertices, indices, radius, detail); -+ -+ constructor( vertices, indices, radius, detail ) { -+ -+ console.warn( 'THREE.PolyhedronBufferGeometry has been renamed to THREE.PolyhedronGeometry.' ); -+ super( vertices, indices, radius, detail ); -+ - } -+ - } - - // r144 - - class RingBufferGeometry extends RingGeometry { -- constructor(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) { -- console.warn('THREE.RingBufferGeometry has been renamed to THREE.RingGeometry.'); -- super(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength); -+ -+ constructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.RingBufferGeometry has been renamed to THREE.RingGeometry.' ); -+ super( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class ShapeBufferGeometry extends ShapeGeometry { -- constructor(shapes, curveSegments) { -- console.warn('THREE.ShapeBufferGeometry has been renamed to THREE.ShapeGeometry.'); -- super(shapes, curveSegments); -+ -+ constructor( shapes, curveSegments ) { -+ -+ console.warn( 'THREE.ShapeBufferGeometry has been renamed to THREE.ShapeGeometry.' ); -+ super( shapes, curveSegments ); -+ - } -+ - } - - // r144 - - class SphereBufferGeometry extends SphereGeometry { -- constructor(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) { -- console.warn('THREE.SphereBufferGeometry has been renamed to THREE.SphereGeometry.'); -- super(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength); -+ -+ constructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.SphereBufferGeometry has been renamed to THREE.SphereGeometry.' ); -+ super( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class TetrahedronBufferGeometry extends TetrahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.TetrahedronBufferGeometry has been renamed to THREE.TetrahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.TetrahedronBufferGeometry has been renamed to THREE.TetrahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class TorusBufferGeometry extends TorusGeometry { -- constructor(radius, tube, radialSegments, tubularSegments, arc) { -- console.warn('THREE.TorusBufferGeometry has been renamed to THREE.TorusGeometry.'); -- super(radius, tube, radialSegments, tubularSegments, arc); -+ -+ constructor( radius, tube, radialSegments, tubularSegments, arc ) { -+ -+ console.warn( 'THREE.TorusBufferGeometry has been renamed to THREE.TorusGeometry.' ); -+ super( radius, tube, radialSegments, tubularSegments, arc ); -+ - } -+ - } - - // r144 - - class TorusKnotBufferGeometry extends TorusKnotGeometry { -- constructor(radius, tube, tubularSegments, radialSegments, p, q) { -- console.warn('THREE.TorusKnotBufferGeometry has been renamed to THREE.TorusKnotGeometry.'); -- super(radius, tube, tubularSegments, radialSegments, p, q); -+ -+ constructor( radius, tube, tubularSegments, radialSegments, p, q ) { -+ -+ console.warn( 'THREE.TorusKnotBufferGeometry has been renamed to THREE.TorusKnotGeometry.' ); -+ super( radius, tube, tubularSegments, radialSegments, p, q ); -+ - } -+ - } - - // r144 - - class TubeBufferGeometry extends TubeGeometry { -- constructor(path, tubularSegments, radius, radialSegments, closed) { -- console.warn('THREE.TubeBufferGeometry has been renamed to THREE.TubeGeometry.'); -- super(path, tubularSegments, radius, radialSegments, closed); -+ -+ constructor( path, tubularSegments, radius, radialSegments, closed ) { -+ -+ console.warn( 'THREE.TubeBufferGeometry has been renamed to THREE.TubeGeometry.' ); -+ super( path, tubularSegments, radius, radialSegments, closed ); -+ - } -+ - } - --if (typeof __THREE_DEVTOOLS__ !== 'undefined') { -- __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', { -- detail: { -- revision: REVISION -- } -- })); -+if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { -+ -+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { -+ revision: REVISION, -+ } } ) ); -+ - } --if (typeof window !== 'undefined') { -- if (window.__THREE__) { -- console.warn('WARNING: Multiple instances of Three.js being imported.'); -+ -+if ( typeof window !== 'undefined' ) { -+ -+ if ( window.__THREE__ ) { -+ -+ console.warn( 'WARNING: Multiple instances of Three.js being imported.' ); -+ - } else { -+ - window.__THREE__ = REVISION; -+ - } -+ - } - - exports.ACESFilmicToneMapping = ACESFilmicToneMapping; -@@ -32570,6 +50930,8 @@ exports.QuadraticBezierCurve3 = QuadraticBezierCurve3; - exports.Quaternion = Quaternion; - exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; - exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; -+exports.RED_GREEN_RGTC2_Format = RED_GREEN_RGTC2_Format; -+exports.RED_RGTC1_Format = RED_RGTC1_Format; - exports.REVISION = REVISION; - exports.RGBADepthPacking = RGBADepthPacking; - exports.RGBAFormat = RGBAFormat; -@@ -32615,6 +50977,8 @@ exports.ReplaceStencilOp = ReplaceStencilOp; - exports.ReverseSubtractEquation = ReverseSubtractEquation; - exports.RingBufferGeometry = RingBufferGeometry; - exports.RingGeometry = RingGeometry; -+exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format; -+exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format; - exports.SRGBColorSpace = SRGBColorSpace; - exports.Scene = Scene; - exports.ShaderChunk = ShaderChunk; -@@ -32698,6 +51062,7 @@ exports.WebGLArrayRenderTarget = WebGLArrayRenderTarget; - exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget; - exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets; - exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget; -+exports.WebGLMultiviewRenderTarget = WebGLMultiviewRenderTarget; - exports.WebGLRenderTarget = WebGLRenderTarget; - exports.WebGLRenderer = WebGLRenderer; - exports.WebGLUtils = WebGLUtils; -diff --git a/node_modules/three/build/three.js b/node_modules/three/build/three.js -index d305cc3..c7572ae 100644 ---- a/node_modules/three/build/three.js -+++ b/node_modules/three/build/three.js -@@ -1,6 +1,6 @@ - /** - * @license -- * Copyright 2010-2022 Three.js Authors -+ * Copyright 2010-2023 Three.js Authors - * SPDX-License-Identifier: MIT - */ - (function (global, factory) { -@@ -9,21 +9,9 @@ - (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {})); - })(this, (function (exports) { 'use strict'; - -- const REVISION = '148'; -- const MOUSE = { -- LEFT: 0, -- MIDDLE: 1, -- RIGHT: 2, -- ROTATE: 0, -- DOLLY: 1, -- PAN: 2 -- }; -- const TOUCH = { -- ROTATE: 0, -- PAN: 1, -- DOLLY_PAN: 2, -- DOLLY_ROTATE: 3 -- }; -+ const REVISION = '149dev'; -+ const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; -+ const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; - const CullFaceNone = 0; - const CullFaceBack = 1; - const CullFaceFront = 2; -@@ -75,6 +63,7 @@ - const CineonToneMapping = 3; - const ACESFilmicToneMapping = 4; - const CustomToneMapping = 5; -+ - const UVMapping = 300; - const CubeReflectionMapping = 301; - const CubeRefractionMapping = 302; -@@ -117,6 +106,7 @@ - const RGFormat = 1030; - const RGIntegerFormat = 1031; - const RGBAIntegerFormat = 1033; -+ - const RGB_S3TC_DXT1_Format = 33776; - const RGBA_S3TC_DXT1_Format = 33777; - const RGBA_S3TC_DXT3_Format = 33778; -@@ -143,6 +133,10 @@ - const RGBA_ASTC_12x10_Format = 37820; - const RGBA_ASTC_12x12_Format = 37821; - const RGBA_BPTC_Format = 36492; -+ const RED_RGTC1_Format = 36283; -+ const SIGNED_RED_RGTC1_Format = 36284; -+ const RED_GREEN_RGTC2_Format = 36285; -+ const SIGNED_RED_GREEN_RGTC2_Format = 36286; - const LoopOnce = 2200; - const LoopRepeat = 2201; - const LoopPingPong = 2202; -@@ -168,6 +162,7 @@ - const NoColorSpace = ''; - const SRGBColorSpace = 'srgb'; - const LinearSRGBColorSpace = 'srgb-linear'; -+ - const ZeroStencilOp = 0; - const KeepStencilOp = 7680; - const ReplaceStencilOp = 7681; -@@ -176,6 +171,7 @@ - const IncrementWrapStencilOp = 34055; - const DecrementWrapStencilOp = 34056; - const InvertStencilOp = 5386; -+ - const NeverStencilFunc = 512; - const LessStencilFunc = 513; - const EqualStencilFunc = 514; -@@ -184,6 +180,7 @@ - const NotEqualStencilFunc = 517; - const GreaterEqualStencilFunc = 518; - const AlwaysStencilFunc = 519; -+ - const StaticDrawUsage = 35044; - const DynamicDrawUsage = 35048; - const StreamDrawUsage = 35040; -@@ -193,8 +190,10 @@ - const StaticCopyUsage = 35046; - const DynamicCopyUsage = 35050; - const StreamCopyUsage = 35042; -+ - const GLSL1 = '100'; - const GLSL3 = '300 es'; -+ - const _SRGBAFormat = 1035; // fallback for WebGL 1 - - /** -@@ -202,160 +201,261 @@ - */ - - class EventDispatcher { -- addEventListener(type, listener) { -- if (this._listeners === undefined) this._listeners = {}; -+ -+ addEventListener( type, listener ) { -+ -+ if ( this._listeners === undefined ) this._listeners = {}; -+ - const listeners = this._listeners; -- if (listeners[type] === undefined) { -- listeners[type] = []; -+ -+ if ( listeners[ type ] === undefined ) { -+ -+ listeners[ type ] = []; -+ - } -- if (listeners[type].indexOf(listener) === -1) { -- listeners[type].push(listener); -+ -+ if ( listeners[ type ].indexOf( listener ) === - 1 ) { -+ -+ listeners[ type ].push( listener ); -+ - } -+ - } -- hasEventListener(type, listener) { -- if (this._listeners === undefined) return false; -+ -+ hasEventListener( type, listener ) { -+ -+ if ( this._listeners === undefined ) return false; -+ - const listeners = this._listeners; -- return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1; -+ -+ return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; -+ - } -- removeEventListener(type, listener) { -- if (this._listeners === undefined) return; -+ -+ removeEventListener( type, listener ) { -+ -+ if ( this._listeners === undefined ) return; -+ - const listeners = this._listeners; -- const listenerArray = listeners[type]; -- if (listenerArray !== undefined) { -- const index = listenerArray.indexOf(listener); -- if (index !== -1) { -- listenerArray.splice(index, 1); -+ const listenerArray = listeners[ type ]; -+ -+ if ( listenerArray !== undefined ) { -+ -+ const index = listenerArray.indexOf( listener ); -+ -+ if ( index !== - 1 ) { -+ -+ listenerArray.splice( index, 1 ); -+ - } -+ - } -+ - } -- dispatchEvent(event) { -- if (this._listeners === undefined) return; -+ -+ dispatchEvent( event ) { -+ -+ if ( this._listeners === undefined ) return; -+ - const listeners = this._listeners; -- const listenerArray = listeners[event.type]; -- if (listenerArray !== undefined) { -+ const listenerArray = listeners[ event.type ]; -+ -+ if ( listenerArray !== undefined ) { -+ - event.target = this; - - // Make a copy, in case listeners are removed while iterating. -- const array = listenerArray.slice(0); -- for (let i = 0, l = array.length; i < l; i++) { -- array[i].call(this, event); -+ const array = listenerArray.slice( 0 ); -+ -+ for ( let i = 0, l = array.length; i < l; i ++ ) { -+ -+ array[ i ].call( this, event ); -+ - } -+ - event.target = null; -+ - } -+ - } -+ - } - -- const _lut = ['00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff']; -+ const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; -+ - let _seed = 1234567; -+ -+ - const DEG2RAD = Math.PI / 180; - const RAD2DEG = 180 / Math.PI; - - // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - function generateUUID() { -+ - const d0 = Math.random() * 0xffffffff | 0; - const d1 = Math.random() * 0xffffffff | 0; - const d2 = Math.random() * 0xffffffff | 0; - const d3 = Math.random() * 0xffffffff | 0; -- const uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; -+ const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + -+ _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + -+ _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + -+ _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; - - // .toLowerCase() here flattens concatenated strings to save heap memory space. - return uuid.toLowerCase(); -+ - } -- function clamp(value, min, max) { -- return Math.max(min, Math.min(max, value)); -+ -+ function clamp( value, min, max ) { -+ -+ return Math.max( min, Math.min( max, value ) ); -+ - } - - // compute euclidean modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation -- function euclideanModulo(n, m) { -- return (n % m + m) % m; -+ function euclideanModulo( n, m ) { -+ -+ return ( ( n % m ) + m ) % m; -+ - } - - // Linear mapping from range to range -- function mapLinear(x, a1, a2, b1, b2) { -- return b1 + (x - a1) * (b2 - b1) / (a2 - a1); -+ function mapLinear( x, a1, a2, b1, b2 ) { -+ -+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); -+ - } - - // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ -- function inverseLerp(x, y, value) { -- if (x !== y) { -- return (value - x) / (y - x); -+ function inverseLerp( x, y, value ) { -+ -+ if ( x !== y ) { -+ -+ return ( value - x ) / ( y - x ); -+ - } else { -+ - return 0; -+ - } -+ - } - - // https://en.wikipedia.org/wiki/Linear_interpolation -- function lerp(x, y, t) { -- return (1 - t) * x + t * y; -+ function lerp( x, y, t ) { -+ -+ return ( 1 - t ) * x + t * y; -+ - } - - // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ -- function damp(x, y, lambda, dt) { -- return lerp(x, y, 1 - Math.exp(-lambda * dt)); -+ function damp( x, y, lambda, dt ) { -+ -+ return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); -+ - } - - // https://www.desmos.com/calculator/vcsjnyz7x4 -- function pingpong(x, length = 1) { -- return length - Math.abs(euclideanModulo(x, length * 2) - length); -+ function pingpong( x, length = 1 ) { -+ -+ return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); -+ - } - - // http://en.wikipedia.org/wiki/Smoothstep -- function smoothstep(x, min, max) { -- if (x <= min) return 0; -- if (x >= max) return 1; -- x = (x - min) / (max - min); -- return x * x * (3 - 2 * x); -+ function smoothstep( x, min, max ) { -+ -+ if ( x <= min ) return 0; -+ if ( x >= max ) return 1; -+ -+ x = ( x - min ) / ( max - min ); -+ -+ return x * x * ( 3 - 2 * x ); -+ - } -- function smootherstep(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); -+ -+ function smootherstep( 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 -- function randInt(low, high) { -- return low + Math.floor(Math.random() * (high - low + 1)); -+ function randInt( low, high ) { -+ -+ return low + Math.floor( Math.random() * ( high - low + 1 ) ); -+ - } - - // Random float from interval -- function randFloat(low, high) { -- return low + Math.random() * (high - low); -+ function randFloat( low, high ) { -+ -+ return low + Math.random() * ( high - low ); -+ - } - - // Random float from <-range/2, range/2> interval -- function randFloatSpread(range) { -- return range * (0.5 - Math.random()); -+ function randFloatSpread( range ) { -+ -+ return range * ( 0.5 - Math.random() ); -+ - } - - // Deterministic pseudo-random float in the interval [ 0, 1 ] -- function seededRandom(s) { -- if (s !== undefined) _seed = s; -+ function seededRandom( s ) { -+ -+ if ( s !== undefined ) _seed = s; - - // Mulberry32 generator - - let t = _seed += 0x6D2B79F5; -- t = Math.imul(t ^ t >>> 15, t | 1); -- t ^= t + Math.imul(t ^ t >>> 7, t | 61); -- return ((t ^ t >>> 14) >>> 0) / 4294967296; -+ -+ t = Math.imul( t ^ t >>> 15, t | 1 ); -+ -+ t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); -+ -+ return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; -+ - } -- function degToRad(degrees) { -+ -+ function degToRad( degrees ) { -+ - return degrees * DEG2RAD; -+ - } -- function radToDeg(radians) { -+ -+ function radToDeg( radians ) { -+ - return radians * RAD2DEG; -+ - } -- function isPowerOfTwo(value) { -- return (value & value - 1) === 0 && value !== 0; -+ -+ function isPowerOfTwo( value ) { -+ -+ return ( value & ( value - 1 ) ) === 0 && value !== 0; -+ - } -- function ceilPowerOfTwo(value) { -- return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2)); -+ -+ function ceilPowerOfTwo( value ) { -+ -+ return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); -+ - } -- function floorPowerOfTwo(value) { -- return Math.pow(2, Math.floor(Math.log(value) / Math.LN2)); -+ -+ function floorPowerOfTwo( value ) { -+ -+ return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); -+ - } -- function setQuaternionFromProperEuler(q, a, b, c, order) { -+ -+ function setQuaternionFromProperEuler( q, a, b, c, order ) { -+ - // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles - - // rotations are applied to the axes in the order specified by 'order' -@@ -364,68 +464,114 @@ - - const cos = Math.cos; - const sin = Math.sin; -- const c2 = cos(b / 2); -- const s2 = sin(b / 2); -- const c13 = cos((a + c) / 2); -- const s13 = sin((a + c) / 2); -- const c1_3 = cos((a - c) / 2); -- const s1_3 = sin((a - c) / 2); -- const c3_1 = cos((c - a) / 2); -- const s3_1 = sin((c - a) / 2); -- switch (order) { -+ -+ const c2 = cos( b / 2 ); -+ const s2 = sin( b / 2 ); -+ -+ const c13 = cos( ( a + c ) / 2 ); -+ const s13 = sin( ( a + c ) / 2 ); -+ -+ const c1_3 = cos( ( a - c ) / 2 ); -+ const s1_3 = sin( ( a - c ) / 2 ); -+ -+ const c3_1 = cos( ( c - a ) / 2 ); -+ const s3_1 = sin( ( c - a ) / 2 ); -+ -+ switch ( order ) { -+ - case 'XYX': -- q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13); -+ q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); - break; -+ - case 'YZY': -- q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13); -+ q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); - break; -+ - case 'ZXZ': -- q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13); -+ q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); - break; -+ - case 'XZX': -- q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13); -+ q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); - break; -+ - case 'YXY': -- q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13); -+ q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); - break; -+ - case 'ZYZ': -- q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13); -+ q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); - break; -+ - default: -- console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order); -+ console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); -+ - } -+ - } -- function denormalize(value, array) { -- switch (array.constructor) { -+ -+ function denormalize( value, array ) { -+ -+ switch ( array.constructor ) { -+ - case Float32Array: -+ - return value; -+ - case Uint16Array: -+ - return value / 65535.0; -+ - case Uint8Array: -+ - return value / 255.0; -+ - case Int16Array: -- return Math.max(value / 32767.0, -1.0); -+ -+ return Math.max( value / 32767.0, - 1.0 ); -+ - case Int8Array: -- return Math.max(value / 127.0, -1.0); -+ -+ return Math.max( value / 127.0, - 1.0 ); -+ - default: -- throw new Error('Invalid component type.'); -+ -+ throw new Error( 'Invalid component type.' ); -+ - } -+ - } -- function normalize(value, array) { -- switch (array.constructor) { -+ -+ function normalize( value, array ) { -+ -+ switch ( array.constructor ) { -+ - case Float32Array: -+ - return value; -+ - case Uint16Array: -- return Math.round(value * 65535.0); -+ -+ return Math.round( value * 65535.0 ); -+ - case Uint8Array: -- return Math.round(value * 255.0); -+ -+ return Math.round( value * 255.0 ); -+ - case Int16Array: -- return Math.round(value * 32767.0); -+ -+ return Math.round( value * 32767.0 ); -+ - case Int8Array: -- return Math.round(value * 127.0); -+ -+ return Math.round( value * 127.0 ); -+ - default: -- throw new Error('Invalid component type.'); -+ -+ throw new Error( 'Invalid component type.' ); -+ - } -+ - } - - var MathUtils = /*#__PURE__*/Object.freeze({ -@@ -457,526 +603,850 @@ - }); - - class Vector2 { -- constructor(x = 0, y = 0) { -+ -+ constructor( x = 0, y = 0 ) { -+ - Vector2.prototype.isVector2 = true; -+ - this.x = x; - this.y = y; -+ - } -+ - get width() { -+ - return this.x; -+ - } -- set width(value) { -+ -+ set width( value ) { -+ - this.x = value; -+ - } -+ - get height() { -+ - return this.y; -+ - } -- set height(value) { -+ -+ set height( value ) { -+ - this.y = value; -+ - } -- set(x, y) { -+ -+ set( x, y ) { -+ - this.x = x; - this.y = y; -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.x = scalar; - this.y = scalar; -+ - return this; -+ - } -- setX(x) { -+ -+ setX( x ) { -+ - this.x = x; -+ - return this; -+ - } -- setY(y) { -+ -+ setY( y ) { -+ - this.y = y; -+ - return this; -+ - } -- setComponent(index, value) { -- switch (index) { -- case 0: -- this.x = value; -- break; -- case 1: -- this.y = value; -- break; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ setComponent( index, value ) { -+ -+ switch ( index ) { -+ -+ case 0: this.x = value; break; -+ case 1: this.y = value; break; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - return this; -+ - } -- getComponent(index) { -- switch (index) { -- case 0: -- return this.x; -- case 1: -- return this.y; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ getComponent( index ) { -+ -+ switch ( index ) { -+ -+ case 0: return this.x; -+ case 1: return this.y; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.x, this.y); -+ -+ return new this.constructor( this.x, this.y ); -+ - } -- copy(v) { -+ -+ copy( v ) { -+ - this.x = v.x; - this.y = v.y; -+ - return this; -+ - } -- add(v) { -+ -+ add( v ) { -+ - this.x += v.x; - this.y += v.y; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.x += s; - this.y += s; -+ - return this; -+ - } -- addVectors(a, b) { -+ -+ addVectors( a, b ) { -+ - this.x = a.x + b.x; - this.y = a.y + b.y; -+ - return this; -+ - } -- addScaledVector(v, s) { -+ -+ addScaledVector( v, s ) { -+ - this.x += v.x * s; - this.y += v.y * s; -+ - return this; -+ - } -- sub(v) { -+ -+ sub( v ) { -+ - this.x -= v.x; - this.y -= v.y; -+ - return this; -+ - } -- subScalar(s) { -+ -+ subScalar( s ) { -+ - this.x -= s; - this.y -= s; -+ - return this; -+ - } -- subVectors(a, b) { -+ -+ subVectors( a, b ) { -+ - this.x = a.x - b.x; - this.y = a.y - b.y; -+ - return this; -+ - } -- multiply(v) { -+ -+ multiply( v ) { -+ - this.x *= v.x; - this.y *= v.y; -+ - return this; -+ - } -- multiplyScalar(scalar) { -+ -+ multiplyScalar( scalar ) { -+ - this.x *= scalar; - this.y *= scalar; -+ - return this; -+ - } -- divide(v) { -+ -+ divide( v ) { -+ - this.x /= v.x; - this.y /= v.y; -+ - return this; -+ - } -- divideScalar(scalar) { -- return this.multiplyScalar(1 / scalar); -+ -+ divideScalar( scalar ) { -+ -+ return this.multiplyScalar( 1 / scalar ); -+ - } -- applyMatrix3(m) { -- const x = this.x, -- y = this.y; -+ -+ applyMatrix3( m ) { -+ -+ const x = this.x, y = this.y; - const e = m.elements; -- this.x = e[0] * x + e[3] * y + e[6]; -- this.y = e[1] * x + e[4] * y + e[7]; -+ -+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; -+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; -+ - return this; -+ - } -- min(v) { -- this.x = Math.min(this.x, v.x); -- this.y = Math.min(this.y, v.y); -- return this; -+ -+ min( v ) { -+ -+ this.x = Math.min( this.x, v.x ); -+ this.y = Math.min( this.y, v.y ); -+ -+ return this; -+ - } -- max(v) { -- this.x = Math.max(this.x, v.x); -- this.y = Math.max(this.y, v.y); -+ -+ max( v ) { -+ -+ this.x = Math.max( this.x, v.x ); -+ this.y = Math.max( this.y, v.y ); -+ - return this; -+ - } -- clamp(min, max) { -+ -+ clamp( min, max ) { -+ - // assumes min < max, componentwise - -- this.x = Math.max(min.x, Math.min(max.x, this.x)); -- this.y = Math.max(min.y, Math.min(max.y, this.y)); -+ this.x = Math.max( min.x, Math.min( max.x, this.x ) ); -+ this.y = Math.max( min.y, Math.min( max.y, this.y ) ); -+ - return this; -+ - } -- clampScalar(minVal, maxVal) { -- this.x = Math.max(minVal, Math.min(maxVal, this.x)); -- this.y = Math.max(minVal, Math.min(maxVal, this.y)); -+ -+ clampScalar( minVal, maxVal ) { -+ -+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); -+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); -+ - return this; -+ - } -- clampLength(min, max) { -+ -+ clampLength( min, max ) { -+ - const length = this.length(); -- return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); -+ -+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); -+ - } -+ - floor() { -- this.x = Math.floor(this.x); -- this.y = Math.floor(this.y); -+ -+ this.x = Math.floor( this.x ); -+ this.y = Math.floor( this.y ); -+ - return this; -+ - } -+ - ceil() { -- this.x = Math.ceil(this.x); -- this.y = Math.ceil(this.y); -+ -+ this.x = Math.ceil( this.x ); -+ this.y = Math.ceil( this.y ); -+ - return this; -+ - } -+ - round() { -- this.x = Math.round(this.x); -- this.y = Math.round(this.y); -+ -+ this.x = Math.round( this.x ); -+ this.y = Math.round( this.y ); -+ - return this; -+ - } -+ - roundToZero() { -- this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); -- this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); -+ -+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); -+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); -+ - return this; -+ - } -+ - negate() { -- this.x = -this.x; -- this.y = -this.y; -+ -+ this.x = - this.x; -+ this.y = - this.y; -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this.x * v.x + this.y * v.y; -+ - } -- cross(v) { -+ -+ cross( v ) { -+ - return this.x * v.y - this.y * v.x; -+ - } -+ - lengthSq() { -+ - return this.x * this.x + this.y * this.y; -+ - } -+ - length() { -- return Math.sqrt(this.x * this.x + this.y * this.y); -+ -+ return Math.sqrt( this.x * this.x + this.y * this.y ); -+ - } -+ - manhattanLength() { -- return Math.abs(this.x) + Math.abs(this.y); -+ -+ return Math.abs( this.x ) + Math.abs( this.y ); -+ - } -+ - normalize() { -- return this.divideScalar(this.length() || 1); -+ -+ return this.divideScalar( this.length() || 1 ); -+ - } -+ - angle() { -+ - // computes the angle in radians with respect to the positive x-axis - -- const angle = Math.atan2(-this.y, -this.x) + Math.PI; -+ const angle = Math.atan2( - this.y, - this.x ) + Math.PI; -+ - return angle; -+ - } -- distanceTo(v) { -- return Math.sqrt(this.distanceToSquared(v)); -+ -+ distanceTo( v ) { -+ -+ return Math.sqrt( this.distanceToSquared( v ) ); -+ - } -- distanceToSquared(v) { -- const dx = this.x - v.x, -- dy = this.y - v.y; -+ -+ distanceToSquared( v ) { -+ -+ const dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; -+ - } -- manhattanDistanceTo(v) { -- return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); -+ -+ manhattanDistanceTo( v ) { -+ -+ return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); -+ - } -- setLength(length) { -- return this.normalize().multiplyScalar(length); -+ -+ setLength( length ) { -+ -+ return this.normalize().multiplyScalar( length ); -+ - } -- lerp(v, alpha) { -- this.x += (v.x - this.x) * alpha; -- this.y += (v.y - this.y) * alpha; -+ -+ lerp( v, alpha ) { -+ -+ this.x += ( v.x - this.x ) * alpha; -+ this.y += ( v.y - this.y ) * alpha; -+ - return this; -+ - } -- lerpVectors(v1, v2, alpha) { -- this.x = v1.x + (v2.x - v1.x) * alpha; -- this.y = v1.y + (v2.y - v1.y) * alpha; -+ -+ lerpVectors( v1, v2, alpha ) { -+ -+ this.x = v1.x + ( v2.x - v1.x ) * alpha; -+ this.y = v1.y + ( v2.y - v1.y ) * alpha; -+ - return this; -+ - } -- equals(v) { -- return v.x === this.x && v.y === this.y; -+ -+ equals( v ) { -+ -+ return ( ( v.x === this.x ) && ( v.y === this.y ) ); -+ - } -- fromArray(array, offset = 0) { -- this.x = array[offset]; -- this.y = array[offset + 1]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.x = array[ offset ]; -+ this.y = array[ offset + 1 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.x; -- array[offset + 1] = this.y; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.x; -+ array[ offset + 1 ] = this.y; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.x = attribute.getX(index); -- this.y = attribute.getY(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.x = attribute.getX( index ); -+ this.y = attribute.getY( index ); -+ - return this; -+ - } -- rotateAround(center, angle) { -- const c = Math.cos(angle), -- s = Math.sin(angle); -+ -+ rotateAround( center, angle ) { -+ -+ const c = Math.cos( angle ), s = Math.sin( angle ); -+ - const x = this.x - center.x; - const y = this.y - center.y; -+ - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; -+ - return this; -+ - } -+ - random() { -+ - this.x = Math.random(); - this.y = Math.random(); -+ - return this; -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.x; - yield this.y; -+ - } -+ - } - - class Matrix3 { -+ - constructor() { -+ - Matrix3.prototype.isMatrix3 = true; -- this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1]; -+ -+ this.elements = [ -+ -+ 1, 0, 0, -+ 0, 1, 0, -+ 0, 0, 1 -+ -+ ]; -+ - } -- set(n11, n12, n13, n21, n22, n23, n31, n32, n33) { -+ -+ set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { -+ - const te = this.elements; -- te[0] = n11; -- te[1] = n21; -- te[2] = n31; -- te[3] = n12; -- te[4] = n22; -- te[5] = n32; -- te[6] = n13; -- te[7] = n23; -- te[8] = n33; -+ -+ te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; -+ te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; -+ te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; -+ - return this; -+ - } -+ - identity() { -- this.set(1, 0, 0, 0, 1, 0, 0, 0, 1); -+ -+ this.set( -+ -+ 1, 0, 0, -+ 0, 1, 0, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- copy(m) { -+ -+ copy( m ) { -+ - const te = this.elements; - const me = m.elements; -- te[0] = me[0]; -- te[1] = me[1]; -- te[2] = me[2]; -- te[3] = me[3]; -- te[4] = me[4]; -- te[5] = me[5]; -- te[6] = me[6]; -- te[7] = me[7]; -- te[8] = me[8]; -+ -+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; -+ te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; -+ te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; -+ - return this; -+ - } -- extractBasis(xAxis, yAxis, zAxis) { -- xAxis.setFromMatrix3Column(this, 0); -- yAxis.setFromMatrix3Column(this, 1); -- zAxis.setFromMatrix3Column(this, 2); -+ -+ extractBasis( xAxis, yAxis, zAxis ) { -+ -+ xAxis.setFromMatrix3Column( this, 0 ); -+ yAxis.setFromMatrix3Column( this, 1 ); -+ zAxis.setFromMatrix3Column( this, 2 ); -+ - return this; -+ - } -- setFromMatrix4(m) { -+ -+ setFromMatrix4( m ) { -+ - const me = m.elements; -- this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]); -+ -+ this.set( -+ -+ me[ 0 ], me[ 4 ], me[ 8 ], -+ me[ 1 ], me[ 5 ], me[ 9 ], -+ me[ 2 ], me[ 6 ], me[ 10 ] -+ -+ ); -+ - return this; -+ - } -- multiply(m) { -- return this.multiplyMatrices(this, m); -+ -+ multiply( m ) { -+ -+ return this.multiplyMatrices( this, m ); -+ - } -- premultiply(m) { -- return this.multiplyMatrices(m, this); -+ -+ premultiply( m ) { -+ -+ return this.multiplyMatrices( m, this ); -+ - } -- multiplyMatrices(a, b) { -+ -+ multiplyMatrices( a, b ) { -+ - const ae = a.elements; - const be = b.elements; - const te = this.elements; -- const a11 = ae[0], -- a12 = ae[3], -- a13 = ae[6]; -- const a21 = ae[1], -- a22 = ae[4], -- a23 = ae[7]; -- const a31 = ae[2], -- a32 = ae[5], -- a33 = ae[8]; -- const b11 = be[0], -- b12 = be[3], -- b13 = be[6]; -- const b21 = be[1], -- b22 = be[4], -- b23 = be[7]; -- const b31 = be[2], -- b32 = be[5], -- b33 = be[8]; -- te[0] = a11 * b11 + a12 * b21 + a13 * b31; -- te[3] = a11 * b12 + a12 * b22 + a13 * b32; -- te[6] = a11 * b13 + a12 * b23 + a13 * b33; -- te[1] = a21 * b11 + a22 * b21 + a23 * b31; -- te[4] = a21 * b12 + a22 * b22 + a23 * b32; -- te[7] = a21 * b13 + a22 * b23 + a23 * b33; -- te[2] = a31 * b11 + a32 * b21 + a33 * b31; -- te[5] = a31 * b12 + a32 * b22 + a33 * b32; -- te[8] = a31 * b13 + a32 * b23 + a33 * b33; -- return this; -- } -- multiplyScalar(s) { -+ -+ const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; -+ const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; -+ const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; -+ -+ const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; -+ const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; -+ const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; -+ -+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; -+ te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; -+ te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; -+ -+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; -+ te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; -+ te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; -+ -+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; -+ te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; -+ te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; -+ -+ return this; -+ -+ } -+ -+ multiplyScalar( s ) { -+ - const te = this.elements; -- te[0] *= s; -- te[3] *= s; -- te[6] *= s; -- te[1] *= s; -- te[4] *= s; -- te[7] *= s; -- te[2] *= s; -- te[5] *= s; -- te[8] *= s; -+ -+ te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; -+ te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; -+ te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; -+ - return this; -+ - } -+ - determinant() { -+ - const te = this.elements; -- const a = te[0], -- b = te[1], -- c = te[2], -- d = te[3], -- e = te[4], -- f = te[5], -- g = te[6], -- h = te[7], -- i = te[8]; -+ -+ const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], -+ d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], -+ g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; -+ - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; -+ - } -+ - invert() { -+ - const te = this.elements, -- n11 = te[0], -- n21 = te[1], -- n31 = te[2], -- n12 = te[3], -- n22 = te[4], -- n32 = te[5], -- n13 = te[6], -- n23 = te[7], -- n33 = te[8], -+ -+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], -+ n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], -+ n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], -+ - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, -+ - det = n11 * t11 + n21 * t12 + n31 * t13; -- if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0); -+ -+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); -+ - const detInv = 1 / det; -- te[0] = t11 * detInv; -- te[1] = (n31 * n23 - n33 * n21) * detInv; -- te[2] = (n32 * n21 - n31 * n22) * detInv; -- te[3] = t12 * detInv; -- te[4] = (n33 * n11 - n31 * n13) * detInv; -- te[5] = (n31 * n12 - n32 * n11) * detInv; -- te[6] = t13 * detInv; -- te[7] = (n21 * n13 - n23 * n11) * detInv; -- te[8] = (n22 * n11 - n21 * n12) * detInv; -+ -+ te[ 0 ] = t11 * detInv; -+ te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; -+ te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; -+ -+ te[ 3 ] = t12 * detInv; -+ te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; -+ te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; -+ -+ te[ 6 ] = t13 * detInv; -+ te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; -+ te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; -+ - return this; -+ - } -+ - transpose() { -+ - let tmp; - const m = this.elements; -- tmp = m[1]; -- m[1] = m[3]; -- m[3] = tmp; -- tmp = m[2]; -- m[2] = m[6]; -- m[6] = tmp; -- tmp = m[5]; -- m[5] = m[7]; -- m[7] = tmp; -+ -+ tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; -+ tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; -+ tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; -+ - return this; -+ - } -- getNormalMatrix(matrix4) { -- return this.setFromMatrix4(matrix4).invert().transpose(); -+ -+ getNormalMatrix( matrix4 ) { -+ -+ return this.setFromMatrix4( matrix4 ).invert().transpose(); -+ - } -- transposeIntoArray(r) { -+ -+ transposeIntoArray( r ) { -+ - const m = this.elements; -- r[0] = m[0]; -- r[1] = m[3]; -- r[2] = m[6]; -- r[3] = m[1]; -- r[4] = m[4]; -- r[5] = m[7]; -- r[6] = m[2]; -- r[7] = m[5]; -- r[8] = m[8]; -+ -+ r[ 0 ] = m[ 0 ]; -+ r[ 1 ] = m[ 3 ]; -+ r[ 2 ] = m[ 6 ]; -+ r[ 3 ] = m[ 1 ]; -+ r[ 4 ] = m[ 4 ]; -+ r[ 5 ] = m[ 7 ]; -+ r[ 6 ] = m[ 2 ]; -+ r[ 7 ] = m[ 5 ]; -+ r[ 8 ] = m[ 8 ]; -+ - return this; -+ - } -- setUvTransform(tx, ty, sx, sy, rotation, cx, cy) { -- const c = Math.cos(rotation); -- const s = Math.sin(rotation); -- this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1); -+ -+ setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { -+ -+ const c = Math.cos( rotation ); -+ const s = Math.sin( rotation ); -+ -+ this.set( -+ sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, -+ - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, -+ 0, 0, 1 -+ ); -+ - return this; -+ - } - - // - -- scale(sx, sy) { -- this.premultiply(_m3.makeScale(sx, sy)); -+ scale( sx, sy ) { -+ -+ this.premultiply( _m3.makeScale( sx, sy ) ); -+ - return this; -+ - } -- rotate(theta) { -- this.premultiply(_m3.makeRotation(-theta)); -+ -+ rotate( theta ) { -+ -+ this.premultiply( _m3.makeRotation( - theta ) ); -+ - return this; -+ - } -- translate(tx, ty) { -- this.premultiply(_m3.makeTranslation(tx, ty)); -+ -+ translate( tx, ty ) { -+ -+ this.premultiply( _m3.makeTranslation( tx, ty ) ); -+ - return this; -+ - } - - // for 2D Transforms - -- makeTranslation(x, y) { -- this.set(1, 0, x, 0, 1, y, 0, 0, 1); -+ makeTranslation( x, y ) { -+ -+ this.set( -+ -+ 1, 0, x, -+ 0, 1, y, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotation(theta) { -+ -+ makeRotation( theta ) { -+ - // counterclockwise - -- const c = Math.cos(theta); -- const s = Math.sin(theta); -- this.set(c, -s, 0, s, c, 0, 0, 0, 1); -+ const c = Math.cos( theta ); -+ const s = Math.sin( theta ); -+ -+ this.set( -+ -+ c, - s, 0, -+ s, c, 0, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeScale(x, y) { -- this.set(x, 0, 0, 0, y, 0, 0, 0, 1); -+ -+ makeScale( x, y ) { -+ -+ this.set( -+ -+ x, 0, 0, -+ 0, y, 0, -+ 0, 0, 1 -+ -+ ); -+ - return this; -+ - } - - // - -- equals(matrix) { -+ equals( matrix ) { -+ - const te = this.elements; - const me = matrix.elements; -- for (let i = 0; i < 9; i++) { -- if (te[i] !== me[i]) return false; -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ if ( te[ i ] !== me[ i ] ) return false; -+ - } -+ - return true; -+ - } -- fromArray(array, offset = 0) { -- for (let i = 0; i < 9; i++) { -- this.elements[i] = array[i + offset]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.elements[ i ] = array[ i + offset ]; -+ - } -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -+ -+ toArray( array = [], offset = 0 ) { -+ - const te = this.elements; -- array[offset] = te[0]; -- array[offset + 1] = te[1]; -- array[offset + 2] = te[2]; -- array[offset + 3] = te[3]; -- array[offset + 4] = te[4]; -- array[offset + 5] = te[5]; -- array[offset + 6] = te[6]; -- array[offset + 7] = te[7]; -- array[offset + 8] = te[8]; -+ -+ array[ offset ] = te[ 0 ]; -+ array[ offset + 1 ] = te[ 1 ]; -+ array[ offset + 2 ] = te[ 2 ]; -+ -+ array[ offset + 3 ] = te[ 3 ]; -+ array[ offset + 4 ] = te[ 4 ]; -+ array[ offset + 5 ] = te[ 5 ]; -+ -+ array[ offset + 6 ] = te[ 6 ]; -+ array[ offset + 7 ] = te[ 7 ]; -+ array[ offset + 8 ] = te[ 8 ]; -+ - return array; -+ - } -+ - clone() { -- return new this.constructor().fromArray(this.elements); -- } -- } -- const _m3 = /*@__PURE__*/new Matrix3(); - -- function arrayNeedsUint32(array) { -- // assumes larger values usually on last -+ return new this.constructor().fromArray( this.elements ); - -- for (let i = array.length - 1; i >= 0; --i) { -- if (array[i] >= 65535) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 - } - -- return false; - } -- const TYPED_ARRAYS = { -+ -+ const _m3 = /*@__PURE__*/ new Matrix3(); -+ -+ function arrayNeedsUint32( array ) { -+ -+ // assumes larger values usually on last -+ -+ for ( let i = array.length - 1; i >= 0; -- i ) { -+ -+ if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 -+ -+ } -+ -+ return false; -+ -+ } -+ -+ const TYPED_ARRAYS = { - Int8Array: Int8Array, - Uint8Array: Uint8Array, - Uint8ClampedArray: Uint8ClampedArray, -@@ -987,1307 +1457,1869 @@ - Float32Array: Float32Array, - Float64Array: Float64Array - }; -- function getTypedArray(type, buffer) { -- return new TYPED_ARRAYS[type](buffer); -+ -+ function getTypedArray( type, buffer ) { -+ -+ return new TYPED_ARRAYS[ type ]( buffer ); -+ - } -- function createElementNS(name) { -- return document.createElementNS('http://www.w3.org/1999/xhtml', name); -+ -+ function createElementNS( name ) { -+ -+ return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); -+ - } - -- function SRGBToLinear(c) { -- return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4); -+ 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; -+ -+ function LinearToSRGB( c ) { -+ -+ return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; -+ - } - - // JavaScript RGB-to-RGB transforms, defined as - // FN[InputColorSpace][OutputColorSpace] callback functions. - const FN = { -- [SRGBColorSpace]: { -- [LinearSRGBColorSpace]: SRGBToLinear -- }, -- [LinearSRGBColorSpace]: { -- [SRGBColorSpace]: LinearToSRGB -- } -+ [ SRGBColorSpace ]: { [ LinearSRGBColorSpace ]: SRGBToLinear }, -+ [ LinearSRGBColorSpace ]: { [ SRGBColorSpace ]: LinearToSRGB }, - }; -+ - const ColorManagement = { -+ - legacyMode: true, -+ - get workingColorSpace() { -+ - return LinearSRGBColorSpace; -+ - }, -- set workingColorSpace(colorSpace) { -- console.warn('THREE.ColorManagement: .workingColorSpace is readonly.'); -+ -+ set workingColorSpace( colorSpace ) { -+ -+ console.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' ); -+ - }, -- convert: function (color, sourceColorSpace, targetColorSpace) { -- if (this.legacyMode || sourceColorSpace === targetColorSpace || !sourceColorSpace || !targetColorSpace) { -+ -+ convert: function ( color, sourceColorSpace, targetColorSpace ) { -+ -+ if ( this.legacyMode || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { -+ - return color; -+ - } -- if (FN[sourceColorSpace] && FN[sourceColorSpace][targetColorSpace] !== undefined) { -- const fn = FN[sourceColorSpace][targetColorSpace]; -- color.r = fn(color.r); -- color.g = fn(color.g); -- color.b = fn(color.b); -+ -+ if ( FN[ sourceColorSpace ] && FN[ sourceColorSpace ][ targetColorSpace ] !== undefined ) { -+ -+ const fn = FN[ sourceColorSpace ][ targetColorSpace ]; -+ -+ color.r = fn( color.r ); -+ color.g = fn( color.g ); -+ color.b = fn( color.b ); -+ - return color; -+ - } -- throw new Error('Unsupported color space conversion.'); -+ -+ throw new Error( 'Unsupported color space conversion.' ); -+ -+ }, -+ -+ fromWorkingColorSpace: function ( color, targetColorSpace ) { -+ -+ return this.convert( color, this.workingColorSpace, targetColorSpace ); -+ - }, -- fromWorkingColorSpace: function (color, targetColorSpace) { -- return this.convert(color, this.workingColorSpace, targetColorSpace); -+ -+ toWorkingColorSpace: function ( color, sourceColorSpace ) { -+ -+ return this.convert( color, sourceColorSpace, this.workingColorSpace ); -+ - }, -- toWorkingColorSpace: function (color, sourceColorSpace) { -- return this.convert(color, sourceColorSpace, this.workingColorSpace); -- } -- }; - -- const _colorKeywords = { -- 'aliceblue': 0xF0F8FF, -- 'antiquewhite': 0xFAEBD7, -- 'aqua': 0x00FFFF, -- 'aquamarine': 0x7FFFD4, -- 'azure': 0xF0FFFF, -- 'beige': 0xF5F5DC, -- 'bisque': 0xFFE4C4, -- 'black': 0x000000, -- 'blanchedalmond': 0xFFEBCD, -- 'blue': 0x0000FF, -- 'blueviolet': 0x8A2BE2, -- 'brown': 0xA52A2A, -- 'burlywood': 0xDEB887, -- 'cadetblue': 0x5F9EA0, -- 'chartreuse': 0x7FFF00, -- 'chocolate': 0xD2691E, -- 'coral': 0xFF7F50, -- 'cornflowerblue': 0x6495ED, -- 'cornsilk': 0xFFF8DC, -- 'crimson': 0xDC143C, -- 'cyan': 0x00FFFF, -- 'darkblue': 0x00008B, -- 'darkcyan': 0x008B8B, -- 'darkgoldenrod': 0xB8860B, -- 'darkgray': 0xA9A9A9, -- 'darkgreen': 0x006400, -- 'darkgrey': 0xA9A9A9, -- 'darkkhaki': 0xBDB76B, -- 'darkmagenta': 0x8B008B, -- 'darkolivegreen': 0x556B2F, -- 'darkorange': 0xFF8C00, -- 'darkorchid': 0x9932CC, -- 'darkred': 0x8B0000, -- 'darksalmon': 0xE9967A, -- 'darkseagreen': 0x8FBC8F, -- 'darkslateblue': 0x483D8B, -- 'darkslategray': 0x2F4F4F, -- 'darkslategrey': 0x2F4F4F, -- 'darkturquoise': 0x00CED1, -- 'darkviolet': 0x9400D3, -- 'deeppink': 0xFF1493, -- 'deepskyblue': 0x00BFFF, -- 'dimgray': 0x696969, -- 'dimgrey': 0x696969, -- 'dodgerblue': 0x1E90FF, -- 'firebrick': 0xB22222, -- 'floralwhite': 0xFFFAF0, -- 'forestgreen': 0x228B22, -- 'fuchsia': 0xFF00FF, -- 'gainsboro': 0xDCDCDC, -- 'ghostwhite': 0xF8F8FF, -- 'gold': 0xFFD700, -- 'goldenrod': 0xDAA520, -- 'gray': 0x808080, -- 'green': 0x008000, -- 'greenyellow': 0xADFF2F, -- 'grey': 0x808080, -- 'honeydew': 0xF0FFF0, -- 'hotpink': 0xFF69B4, -- 'indianred': 0xCD5C5C, -- 'indigo': 0x4B0082, -- 'ivory': 0xFFFFF0, -- 'khaki': 0xF0E68C, -- 'lavender': 0xE6E6FA, -- 'lavenderblush': 0xFFF0F5, -- 'lawngreen': 0x7CFC00, -- 'lemonchiffon': 0xFFFACD, -- 'lightblue': 0xADD8E6, -- 'lightcoral': 0xF08080, -- 'lightcyan': 0xE0FFFF, -- 'lightgoldenrodyellow': 0xFAFAD2, -- 'lightgray': 0xD3D3D3, -- 'lightgreen': 0x90EE90, -- 'lightgrey': 0xD3D3D3, -- 'lightpink': 0xFFB6C1, -- 'lightsalmon': 0xFFA07A, -- 'lightseagreen': 0x20B2AA, -- 'lightskyblue': 0x87CEFA, -- 'lightslategray': 0x778899, -- 'lightslategrey': 0x778899, -- 'lightsteelblue': 0xB0C4DE, -- 'lightyellow': 0xFFFFE0, -- 'lime': 0x00FF00, -- 'limegreen': 0x32CD32, -- 'linen': 0xFAF0E6, -- 'magenta': 0xFF00FF, -- 'maroon': 0x800000, -- 'mediumaquamarine': 0x66CDAA, -- 'mediumblue': 0x0000CD, -- 'mediumorchid': 0xBA55D3, -- 'mediumpurple': 0x9370DB, -- 'mediumseagreen': 0x3CB371, -- 'mediumslateblue': 0x7B68EE, -- 'mediumspringgreen': 0x00FA9A, -- 'mediumturquoise': 0x48D1CC, -- 'mediumvioletred': 0xC71585, -- 'midnightblue': 0x191970, -- 'mintcream': 0xF5FFFA, -- 'mistyrose': 0xFFE4E1, -- 'moccasin': 0xFFE4B5, -- 'navajowhite': 0xFFDEAD, -- 'navy': 0x000080, -- 'oldlace': 0xFDF5E6, -- 'olive': 0x808000, -- 'olivedrab': 0x6B8E23, -- 'orange': 0xFFA500, -- 'orangered': 0xFF4500, -- 'orchid': 0xDA70D6, -- 'palegoldenrod': 0xEEE8AA, -- 'palegreen': 0x98FB98, -- 'paleturquoise': 0xAFEEEE, -- 'palevioletred': 0xDB7093, -- 'papayawhip': 0xFFEFD5, -- 'peachpuff': 0xFFDAB9, -- 'peru': 0xCD853F, -- 'pink': 0xFFC0CB, -- 'plum': 0xDDA0DD, -- 'powderblue': 0xB0E0E6, -- 'purple': 0x800080, -- 'rebeccapurple': 0x663399, -- 'red': 0xFF0000, -- 'rosybrown': 0xBC8F8F, -- 'royalblue': 0x4169E1, -- 'saddlebrown': 0x8B4513, -- 'salmon': 0xFA8072, -- 'sandybrown': 0xF4A460, -- 'seagreen': 0x2E8B57, -- 'seashell': 0xFFF5EE, -- 'sienna': 0xA0522D, -- 'silver': 0xC0C0C0, -- 'skyblue': 0x87CEEB, -- 'slateblue': 0x6A5ACD, -- 'slategray': 0x708090, -- 'slategrey': 0x708090, -- 'snow': 0xFFFAFA, -- 'springgreen': 0x00FF7F, -- 'steelblue': 0x4682B4, -- 'tan': 0xD2B48C, -- 'teal': 0x008080, -- 'thistle': 0xD8BFD8, -- 'tomato': 0xFF6347, -- 'turquoise': 0x40E0D0, -- 'violet': 0xEE82EE, -- 'wheat': 0xF5DEB3, -- 'white': 0xFFFFFF, -- 'whitesmoke': 0xF5F5F5, -- 'yellow': 0xFFFF00, -- 'yellowgreen': 0x9ACD32 -- }; -- const _rgb$1 = { -- r: 0, -- g: 0, -- b: 0 - }; -- const _hslA = { -- h: 0, -- s: 0, -- l: 0 -- }; -- const _hslB = { -- h: 0, -- s: 0, -- l: 0 -- }; -- function hue2rgb(p, q, t) { -- if (t < 0) t += 1; -- if (t > 1) t -= 1; -- if (t < 1 / 6) return p + (q - p) * 6 * t; -- if (t < 1 / 2) return q; -- if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t); -+ -+ const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, -+ 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, -+ 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, -+ 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, -+ 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, -+ 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, -+ 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, -+ 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, -+ 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, -+ 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, -+ 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, -+ 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, -+ 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, -+ 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, -+ 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, -+ 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, -+ 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, -+ 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, -+ 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, -+ 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, -+ 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, -+ 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, -+ 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, -+ 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; -+ -+ const _rgb$1 = { r: 0, g: 0, b: 0 }; -+ const _hslA = { h: 0, s: 0, l: 0 }; -+ const _hslB = { h: 0, s: 0, l: 0 }; -+ -+ function hue2rgb( p, q, t ) { -+ -+ if ( t < 0 ) t += 1; -+ if ( t > 1 ) t -= 1; -+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; -+ if ( t < 1 / 2 ) return q; -+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; -+ - } -- function toComponents(source, target) { -+ -+ function toComponents( source, target ) { -+ - target.r = source.r; - target.g = source.g; - target.b = source.b; -+ - return target; -+ - } -+ - class Color { -- constructor(r, g, b) { -+ -+ constructor( r, g, b ) { -+ - this.isColor = true; -+ - this.r = 1; - this.g = 1; - this.b = 1; -- if (g === undefined && b === undefined) { -+ -+ if ( g === undefined && b === undefined ) { -+ - // r is THREE.Color, hex or string -- return this.set(r); -+ return this.set( r ); -+ - } -- return this.setRGB(r, g, b); -+ -+ return this.setRGB( r, g, b ); -+ - } -- set(value) { -- if (value && value.isColor) { -- this.copy(value); -- } else if (typeof value === 'number') { -- this.setHex(value); -- } else if (typeof value === 'string') { -- this.setStyle(value); -+ -+ set( value ) { -+ -+ if ( value && value.isColor ) { -+ -+ this.copy( value ); -+ -+ } else if ( typeof value === 'number' ) { -+ -+ this.setHex( value ); -+ -+ } else if ( typeof value === 'string' ) { -+ -+ this.setStyle( value ); -+ - } -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.r = scalar; - this.g = scalar; - this.b = scalar; -+ - return this; -+ - } -- setHex(hex, colorSpace = SRGBColorSpace) { -- hex = Math.floor(hex); -- this.r = (hex >> 16 & 255) / 255; -- this.g = (hex >> 8 & 255) / 255; -- this.b = (hex & 255) / 255; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ -+ setHex( hex, colorSpace = SRGBColorSpace ) { -+ -+ hex = Math.floor( hex ); -+ -+ this.r = ( hex >> 16 & 255 ) / 255; -+ this.g = ( hex >> 8 & 255 ) / 255; -+ this.b = ( hex & 255 ) / 255; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -- setRGB(r, g, b, colorSpace = ColorManagement.workingColorSpace) { -+ -+ setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { -+ - this.r = r; - this.g = g; - this.b = b; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -- setHSL(h, s, l, colorSpace = ColorManagement.workingColorSpace) { -+ -+ setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { -+ - // h,s,l ranges are in 0.0 - 1.0 -- h = euclideanModulo(h, 1); -- s = clamp(s, 0, 1); -- l = clamp(l, 0, 1); -- if (s === 0) { -+ h = euclideanModulo( h, 1 ); -+ s = clamp( s, 0, 1 ); -+ l = clamp( l, 0, 1 ); -+ -+ if ( s === 0 ) { -+ - this.r = this.g = this.b = l; -+ - } else { -- const p = l <= 0.5 ? l * (1 + s) : l + s - l * s; -- const q = 2 * l - p; -- this.r = hue2rgb(q, p, h + 1 / 3); -- this.g = hue2rgb(q, p, h); -- this.b = hue2rgb(q, p, h - 1 / 3); -+ -+ const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); -+ const q = ( 2 * l ) - p; -+ -+ this.r = hue2rgb( q, p, h + 1 / 3 ); -+ this.g = hue2rgb( q, p, h ); -+ this.b = hue2rgb( q, p, h - 1 / 3 ); -+ - } -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -- setStyle(style, colorSpace = SRGBColorSpace) { -- function handleAlpha(string) { -- if (string === undefined) return; -- if (parseFloat(string) < 1) { -- console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.'); -+ -+ setStyle( style, colorSpace = SRGBColorSpace ) { -+ -+ function handleAlpha( string ) { -+ -+ if ( string === undefined ) return; -+ -+ if ( parseFloat( string ) < 1 ) { -+ -+ console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); -+ - } -+ - } -+ -+ - let m; -- if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) { -+ -+ if ( m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec( style ) ) { -+ - // rgb / hsl - - let color; -- const name = m[1]; -- const components = m[2]; -- switch (name) { -+ const name = m[ 1 ]; -+ const components = m[ 2 ]; -+ -+ switch ( name ) { -+ - case 'rgb': - case 'rgba': -- if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { -+ -+ if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { -+ - // rgb(255,0,0) rgba(255,0,0,0.5) -- this.r = Math.min(255, parseInt(color[1], 10)) / 255; -- this.g = Math.min(255, parseInt(color[2], 10)) / 255; -- this.b = Math.min(255, parseInt(color[3], 10)) / 255; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -- handleAlpha(color[4]); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ -+ handleAlpha( color[ 4 ] ); -+ - return this; -+ - } -- if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { -+ -+ if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { -+ - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) -- this.r = Math.min(100, parseInt(color[1], 10)) / 100; -- this.g = Math.min(100, parseInt(color[2], 10)) / 100; -- this.b = Math.min(100, parseInt(color[3], 10)) / 100; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -- handleAlpha(color[4]); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ -+ handleAlpha( color[ 4 ] ); -+ - return this; -+ - } -+ - break; -+ - case 'hsl': - case 'hsla': -- if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { -+ -+ if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { -+ - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) -- const h = parseFloat(color[1]) / 360; -- const s = parseFloat(color[2]) / 100; -- const l = parseFloat(color[3]) / 100; -- handleAlpha(color[4]); -- return this.setHSL(h, s, l, colorSpace); -+ const h = parseFloat( color[ 1 ] ) / 360; -+ const s = parseFloat( color[ 2 ] ) / 100; -+ const l = parseFloat( color[ 3 ] ) / 100; -+ -+ handleAlpha( color[ 4 ] ); -+ -+ return this.setHSL( h, s, l, colorSpace ); -+ - } -+ - break; -+ - } -- } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) { -+ -+ } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { -+ - // hex color - -- const hex = m[1]; -+ const hex = m[ 1 ]; - const size = hex.length; -- if (size === 3) { -+ -+ 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; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -- } else if (size === 6) { -+ -+ } 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; -- ColorManagement.toWorkingColorSpace(this, colorSpace); -+ 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; -+ -+ ColorManagement.toWorkingColorSpace( this, colorSpace ); -+ - return this; -+ - } -+ - } -- if (style && style.length > 0) { -- return this.setColorName(style, colorSpace); -+ -+ if ( style && style.length > 0 ) { -+ -+ return this.setColorName( style, colorSpace ); -+ - } -+ - return this; -+ - } -- setColorName(style, colorSpace = SRGBColorSpace) { -+ -+ setColorName( style, colorSpace = SRGBColorSpace ) { -+ - // color keywords -- const hex = _colorKeywords[style.toLowerCase()]; -- if (hex !== undefined) { -+ const hex = _colorKeywords[ style.toLowerCase() ]; -+ -+ if ( hex !== undefined ) { -+ - // red -- this.setHex(hex, colorSpace); -+ this.setHex( hex, colorSpace ); -+ - } else { -+ - // unknown color -- console.warn('THREE.Color: Unknown color ' + style); -+ console.warn( 'THREE.Color: Unknown color ' + style ); -+ - } -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this.r, this.g, this.b); -+ -+ return new this.constructor( this.r, this.g, this.b ); -+ - } -- copy(color) { -+ -+ copy( color ) { -+ - this.r = color.r; - this.g = color.g; - this.b = color.b; -+ - return this; -+ - } -- copySRGBToLinear(color) { -- this.r = SRGBToLinear(color.r); -- this.g = SRGBToLinear(color.g); -- this.b = SRGBToLinear(color.b); -+ -+ copySRGBToLinear( color ) { -+ -+ this.r = SRGBToLinear( color.r ); -+ this.g = SRGBToLinear( color.g ); -+ this.b = SRGBToLinear( color.b ); -+ - return this; -+ - } -- copyLinearToSRGB(color) { -- this.r = LinearToSRGB(color.r); -- this.g = LinearToSRGB(color.g); -- this.b = LinearToSRGB(color.b); -+ -+ copyLinearToSRGB( color ) { -+ -+ this.r = LinearToSRGB( color.r ); -+ this.g = LinearToSRGB( color.g ); -+ this.b = LinearToSRGB( color.b ); -+ - return this; -+ - } -+ - convertSRGBToLinear() { -- this.copySRGBToLinear(this); -+ -+ this.copySRGBToLinear( this ); -+ - return this; -+ - } -+ - convertLinearToSRGB() { -- this.copyLinearToSRGB(this); -+ -+ this.copyLinearToSRGB( this ); -+ - return this; -+ - } -- getHex(colorSpace = SRGBColorSpace) { -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -- return clamp(_rgb$1.r * 255, 0, 255) << 16 ^ clamp(_rgb$1.g * 255, 0, 255) << 8 ^ clamp(_rgb$1.b * 255, 0, 255) << 0; -+ -+ getHex( colorSpace = SRGBColorSpace ) { -+ -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ -+ return clamp( _rgb$1.r * 255, 0, 255 ) << 16 ^ clamp( _rgb$1.g * 255, 0, 255 ) << 8 ^ clamp( _rgb$1.b * 255, 0, 255 ) << 0; -+ - } -- getHexString(colorSpace = SRGBColorSpace) { -- return ('000000' + this.getHex(colorSpace).toString(16)).slice(-6); -+ -+ getHexString( colorSpace = SRGBColorSpace ) { -+ -+ return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 ); -+ - } -- getHSL(target, colorSpace = ColorManagement.workingColorSpace) { -+ -+ getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { -+ - // h,s,l ranges are in 0.0 - 1.0 - -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -- const r = _rgb$1.r, -- g = _rgb$1.g, -- b = _rgb$1.b; -- const max = Math.max(r, g, b); -- const min = Math.min(r, g, b); -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ -+ const r = _rgb$1.r, g = _rgb$1.g, b = _rgb$1.b; -+ -+ const max = Math.max( r, g, b ); -+ const min = Math.min( r, g, b ); -+ - let hue, saturation; -- const lightness = (min + max) / 2.0; -- if (min === max) { -+ const lightness = ( min + max ) / 2.0; -+ -+ if ( min === max ) { -+ - hue = 0; - saturation = 0; -+ - } else { -+ - const delta = max - min; -- saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min); -- switch (max) { -- case r: -- hue = (g - b) / delta + (g < b ? 6 : 0); -- break; -- case g: -- hue = (b - r) / delta + 2; -- break; -- case b: -- hue = (r - g) / delta + 4; -- break; -+ -+ 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; -+ - } -- getRGB(target, colorSpace = ColorManagement.workingColorSpace) { -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -+ -+ getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { -+ -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ - target.r = _rgb$1.r; - target.g = _rgb$1.g; - target.b = _rgb$1.b; -+ - return target; -+ - } -- getStyle(colorSpace = SRGBColorSpace) { -- ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace); -- if (colorSpace !== SRGBColorSpace) { -+ -+ getStyle( colorSpace = SRGBColorSpace ) { -+ -+ ColorManagement.fromWorkingColorSpace( toComponents( this, _rgb$1 ), colorSpace ); -+ -+ if ( colorSpace !== SRGBColorSpace ) { -+ - // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). -- return `color(${colorSpace} ${_rgb$1.r} ${_rgb$1.g} ${_rgb$1.b})`; -+ return `color(${ colorSpace } ${ _rgb$1.r } ${ _rgb$1.g } ${ _rgb$1.b })`; -+ - } -- return `rgb(${_rgb$1.r * 255 | 0},${_rgb$1.g * 255 | 0},${_rgb$1.b * 255 | 0})`; -+ -+ return `rgb(${( _rgb$1.r * 255 ) | 0},${( _rgb$1.g * 255 ) | 0},${( _rgb$1.b * 255 ) | 0})`; -+ - } -- offsetHSL(h, s, l) { -- this.getHSL(_hslA); -- _hslA.h += h; -- _hslA.s += s; -- _hslA.l += l; -- this.setHSL(_hslA.h, _hslA.s, _hslA.l); -+ -+ offsetHSL( h, s, l ) { -+ -+ this.getHSL( _hslA ); -+ -+ _hslA.h += h; _hslA.s += s; _hslA.l += l; -+ -+ this.setHSL( _hslA.h, _hslA.s, _hslA.l ); -+ - return this; -+ - } -- add(color) { -+ -+ add( color ) { -+ - this.r += color.r; - this.g += color.g; - this.b += color.b; -+ - return this; -+ - } -- addColors(color1, color2) { -+ -+ addColors( color1, color2 ) { -+ - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.r += s; - this.g += s; - this.b += s; -+ - return this; -+ - } -- sub(color) { -- this.r = Math.max(0, this.r - color.r); -- this.g = Math.max(0, this.g - color.g); -- this.b = Math.max(0, this.b - color.b); -+ -+ sub( color ) { -+ -+ this.r = Math.max( 0, this.r - color.r ); -+ this.g = Math.max( 0, this.g - color.g ); -+ this.b = Math.max( 0, this.b - color.b ); -+ - return this; -+ - } -- multiply(color) { -+ -+ multiply( color ) { -+ - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; -+ - return this; -+ - } -- multiplyScalar(s) { -+ -+ multiplyScalar( s ) { -+ - this.r *= s; - this.g *= s; - this.b *= s; -+ - return this; -+ - } -- lerp(color, alpha) { -- this.r += (color.r - this.r) * alpha; -- this.g += (color.g - this.g) * alpha; -- this.b += (color.b - this.b) * alpha; -+ -+ lerp( color, alpha ) { -+ -+ this.r += ( color.r - this.r ) * alpha; -+ this.g += ( color.g - this.g ) * alpha; -+ this.b += ( color.b - this.b ) * alpha; -+ - return this; -+ - } -- lerpColors(color1, color2, alpha) { -- this.r = color1.r + (color2.r - color1.r) * alpha; -- this.g = color1.g + (color2.g - color1.g) * alpha; -- this.b = color1.b + (color2.b - color1.b) * alpha; -+ -+ lerpColors( color1, color2, alpha ) { -+ -+ this.r = color1.r + ( color2.r - color1.r ) * alpha; -+ this.g = color1.g + ( color2.g - color1.g ) * alpha; -+ this.b = color1.b + ( color2.b - color1.b ) * alpha; -+ - return this; -+ - } -- lerpHSL(color, alpha) { -- this.getHSL(_hslA); -- color.getHSL(_hslB); -- const h = lerp(_hslA.h, _hslB.h, alpha); -- const s = lerp(_hslA.s, _hslB.s, alpha); -- const l = lerp(_hslA.l, _hslB.l, alpha); -- this.setHSL(h, s, l); -+ -+ lerpHSL( color, alpha ) { -+ -+ this.getHSL( _hslA ); -+ color.getHSL( _hslB ); -+ -+ const h = lerp( _hslA.h, _hslB.h, alpha ); -+ const s = lerp( _hslA.s, _hslB.s, alpha ); -+ const l = lerp( _hslA.l, _hslB.l, alpha ); -+ -+ this.setHSL( h, s, l ); -+ - return this; -+ - } -- equals(c) { -- return c.r === this.r && c.g === this.g && c.b === this.b; -+ -+ equals( c ) { -+ -+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); -+ - } -- fromArray(array, offset = 0) { -- this.r = array[offset]; -- this.g = array[offset + 1]; -- this.b = array[offset + 2]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.r = array[ offset ]; -+ this.g = array[ offset + 1 ]; -+ this.b = array[ offset + 2 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.r; -- array[offset + 1] = this.g; -- array[offset + 2] = this.b; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.r; -+ array[ offset + 1 ] = this.g; -+ array[ offset + 2 ] = this.b; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.r = attribute.getX(index); -- this.g = attribute.getY(index); -- this.b = attribute.getZ(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.r = attribute.getX( index ); -+ this.g = attribute.getY( index ); -+ this.b = attribute.getZ( index ); -+ - return this; -+ - } -+ - toJSON() { -+ - return this.getHex(); -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.r; - yield this.g; - yield this.b; -+ - } -+ - } -+ - Color.NAMES = _colorKeywords; - - let _canvas; -+ - class ImageUtils { -- static getDataURL(image) { -- if (/^data:/i.test(image.src)) { -+ -+ static getDataURL( image ) { -+ -+ if ( /^data:/i.test( image.src ) ) { -+ - return image.src; -+ - } -- if (typeof HTMLCanvasElement == 'undefined') { -+ -+ if ( typeof HTMLCanvasElement == 'undefined' ) { -+ - return image.src; -+ - } -+ - let canvas; -- if (image instanceof HTMLCanvasElement) { -+ -+ if ( image instanceof HTMLCanvasElement ) { -+ - canvas = image; -+ - } else { -- if (_canvas === undefined) _canvas = createElementNS('canvas'); -+ -+ if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); -+ - _canvas.width = image.width; - _canvas.height = image.height; -- const context = _canvas.getContext('2d'); -- if (image instanceof ImageData) { -- context.putImageData(image, 0, 0); -+ -+ const context = _canvas.getContext( '2d' ); -+ -+ if ( image instanceof ImageData ) { -+ -+ context.putImageData( image, 0, 0 ); -+ - } else { -- context.drawImage(image, 0, 0, image.width, image.height); -+ -+ context.drawImage( image, 0, 0, image.width, image.height ); -+ - } -+ - canvas = _canvas; -+ - } -- if (canvas.width > 2048 || canvas.height > 2048) { -- console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image); -- return canvas.toDataURL('image/jpeg', 0.6); -+ -+ if ( canvas.width > 2048 || canvas.height > 2048 ) { -+ -+ console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); -+ -+ return canvas.toDataURL( 'image/jpeg', 0.6 ); -+ - } else { -- return canvas.toDataURL('image/png'); -+ -+ return canvas.toDataURL( 'image/png' ); -+ - } -+ - } -- static sRGBToLinear(image) { -- if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { -- const canvas = createElementNS('canvas'); -+ -+ static sRGBToLinear( image ) { -+ -+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || -+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || -+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { -+ -+ const canvas = createElementNS( 'canvas' ); -+ - canvas.width = image.width; - canvas.height = image.height; -- const context = canvas.getContext('2d'); -- context.drawImage(image, 0, 0, image.width, image.height); -- const imageData = context.getImageData(0, 0, image.width, image.height); -+ -+ const context = canvas.getContext( '2d' ); -+ context.drawImage( image, 0, 0, image.width, image.height ); -+ -+ const imageData = context.getImageData( 0, 0, image.width, image.height ); - const data = imageData.data; -- for (let i = 0; i < data.length; i++) { -- data[i] = SRGBToLinear(data[i] / 255) * 255; -+ -+ for ( let i = 0; i < data.length; i ++ ) { -+ -+ data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; -+ - } -- context.putImageData(imageData, 0, 0); -+ -+ context.putImageData( imageData, 0, 0 ); -+ - return canvas; -- } else if (image.data) { -- const data = image.data.slice(0); -- for (let i = 0; i < data.length; i++) { -- if (data instanceof Uint8Array || data instanceof Uint8ClampedArray) { -- data[i] = Math.floor(SRGBToLinear(data[i] / 255) * 255); -+ -+ } else if ( image.data ) { -+ -+ const data = image.data.slice( 0 ); -+ -+ for ( let i = 0; i < data.length; i ++ ) { -+ -+ if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) { -+ -+ data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 ); -+ - } else { -+ - // assuming float - -- data[i] = SRGBToLinear(data[i]); -+ data[ i ] = SRGBToLinear( data[ i ] ); -+ - } -+ - } -+ - return { - data: data, - width: image.width, - height: image.height - }; -+ - } else { -- console.warn('THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.'); -+ -+ console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); - return image; -+ - } -+ - } -+ - } - - class Source { -- constructor(data = null) { -+ -+ constructor( data = null ) { -+ - this.isSource = true; -+ - this.uuid = generateUUID(); -+ - this.data = data; -+ - this.version = 0; -+ - } -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -- toJSON(meta) { -- const isRootObject = meta === undefined || typeof meta === 'string'; -- if (!isRootObject && meta.images[this.uuid] !== undefined) { -- return meta.images[this.uuid]; -+ -+ toJSON( meta ) { -+ -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ -+ if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) { -+ -+ return meta.images[ this.uuid ]; -+ - } -+ - const output = { - uuid: this.uuid, - url: '' - }; -+ - const data = this.data; -- if (data !== null) { -+ -+ if ( data !== null ) { -+ - let url; -- if (Array.isArray(data)) { -+ -+ if ( Array.isArray( data ) ) { -+ - // cube texture - - url = []; -- for (let i = 0, l = data.length; i < l; i++) { -- if (data[i].isDataTexture) { -- url.push(serializeImage(data[i].image)); -+ -+ for ( let i = 0, l = data.length; i < l; i ++ ) { -+ -+ if ( data[ i ].isDataTexture ) { -+ -+ url.push( serializeImage( data[ i ].image ) ); -+ - } else { -- url.push(serializeImage(data[i])); -+ -+ url.push( serializeImage( data[ i ] ) ); -+ - } -+ - } -+ - } else { -+ - // texture - -- url = serializeImage(data); -+ url = serializeImage( data ); -+ - } -+ - output.url = url; -+ - } -- if (!isRootObject) { -- meta.images[this.uuid] = output; -+ -+ if ( ! isRootObject ) { -+ -+ meta.images[ this.uuid ] = output; -+ - } -+ - return output; -+ - } -+ - } -- function serializeImage(image) { -- if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { -+ -+ function serializeImage( image ) { -+ -+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || -+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || -+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { -+ - // default images - -- return ImageUtils.getDataURL(image); -+ return ImageUtils.getDataURL( image ); -+ - } else { -- if (image.data) { -+ -+ if ( image.data ) { -+ - // images of DataTexture - - return { -- data: Array.from(image.data), -+ data: Array.from( image.data ), - width: image.width, - height: image.height, - type: image.data.constructor.name - }; -+ - } else { -- console.warn('THREE.Texture: Unable to serialize Texture.'); -+ -+ console.warn( 'THREE.Texture: Unable to serialize Texture.' ); - return {}; -+ - } -+ - } -+ - } - - let textureId = 0; -+ - class Texture extends EventDispatcher { -- constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, encoding = LinearEncoding) { -+ -+ constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, encoding = LinearEncoding ) { -+ - super(); -+ - this.isTexture = true; -- Object.defineProperty(this, 'id', { -- value: textureId++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: textureId ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; -- this.source = new Source(image); -+ -+ this.source = new Source( image ); - this.mipmaps = []; -+ - this.mapping = mapping; -+ - this.wrapS = wrapS; - this.wrapT = wrapT; -+ - this.magFilter = magFilter; - this.minFilter = minFilter; -+ - this.anisotropy = anisotropy; -+ - this.format = format; - this.internalFormat = null; - this.type = type; -- this.offset = new Vector2(0, 0); -- this.repeat = new Vector2(1, 1); -- this.center = new Vector2(0, 0); -+ -+ this.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) -+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - this.encoding = encoding; -+ - this.userData = {}; -+ - this.version = 0; - this.onUpdate = null; -+ - this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not - this.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures) -+ - } - - get image() { -+ - return this.source.data; -+ - } -- set image(value) { -+ -+ set image( value ) { -+ - this.source.data = value; -+ - } -+ - updateMatrix() { -- this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y); -+ -+ this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; -+ - this.source = source.source; -- this.mipmaps = source.mipmaps.slice(0); -+ this.mipmaps = source.mipmaps.slice( 0 ); -+ - this.mapping = source.mapping; -+ - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; -+ - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; -+ - this.anisotropy = source.anisotropy; -+ - this.format = source.format; - this.internalFormat = source.internalFormat; - this.type = source.type; -- this.offset.copy(source.offset); -- this.repeat.copy(source.repeat); -- this.center.copy(source.center); -+ -+ this.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.matrix.copy( source.matrix ); -+ - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.encoding = source.encoding; -- this.userData = JSON.parse(JSON.stringify(source.userData)); -+ -+ this.userData = JSON.parse( JSON.stringify( source.userData ) ); -+ - this.needsUpdate = true; -+ - return this; -+ - } -- toJSON(meta) { -- const isRootObject = meta === undefined || typeof meta === 'string'; -- if (!isRootObject && meta.textures[this.uuid] !== undefined) { -- return meta.textures[this.uuid]; -+ -+ toJSON( meta ) { -+ -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ -+ if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { -+ -+ return meta.textures[ this.uuid ]; -+ - } -+ - const output = { -+ - metadata: { - version: 4.5, - type: 'Texture', - generator: 'Texture.toJSON' - }, -+ - uuid: this.uuid, - name: this.name, -- image: this.source.toJSON(meta).uuid, -+ -+ image: this.source.toJSON( meta ).uuid, -+ - mapping: this.mapping, -- repeat: [this.repeat.x, this.repeat.y], -- offset: [this.offset.x, this.offset.y], -- center: [this.center.x, this.center.y], -+ -+ 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], -+ -+ 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, -+ - generateMipmaps: this.generateMipmaps, - premultiplyAlpha: this.premultiplyAlpha, - unpackAlignment: this.unpackAlignment -+ - }; -- if (Object.keys(this.userData).length > 0) output.userData = this.userData; -- if (!isRootObject) { -- meta.textures[this.uuid] = output; -+ -+ if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData; -+ -+ if ( ! isRootObject ) { -+ -+ meta.textures[ this.uuid ] = output; -+ - } -+ - return output; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -- } -- transformUv(uv) { -- if (this.mapping !== UVMapping) return uv; -- uv.applyMatrix3(this.matrix); -- if (uv.x < 0 || uv.x > 1) { -- switch (this.wrapS) { -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ -+ } -+ -+ transformUv( uv ) { -+ -+ if ( this.mapping !== UVMapping ) return uv; -+ -+ uv.applyMatrix3( this.matrix ); -+ -+ if ( uv.x < 0 || uv.x > 1 ) { -+ -+ switch ( this.wrapS ) { -+ - case RepeatWrapping: -- uv.x = uv.x - Math.floor(uv.x); -+ -+ 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; -+ -+ 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); -+ -+ uv.x = uv.x - Math.floor( uv.x ); -+ - } -+ - break; -+ - } -+ - } -- if (uv.y < 0 || uv.y > 1) { -- switch (this.wrapT) { -+ -+ if ( uv.y < 0 || uv.y > 1 ) { -+ -+ switch ( this.wrapT ) { -+ - case RepeatWrapping: -- uv.y = uv.y - Math.floor(uv.y); -+ -+ 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; -+ -+ 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); -+ -+ uv.y = uv.y - Math.floor( uv.y ); -+ - } -+ - break; -+ - } -+ - } -- if (this.flipY) { -+ -+ if ( this.flipY ) { -+ - uv.y = 1 - uv.y; -+ - } -+ - return uv; -+ - } -- set needsUpdate(value) { -- if (value === true) { -- this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) { -+ -+ this.version ++; - this.source.needsUpdate = true; -+ - } -+ - } -+ - } -+ - Texture.DEFAULT_IMAGE = null; - Texture.DEFAULT_MAPPING = UVMapping; - Texture.DEFAULT_ANISOTROPY = 1; - - class Vector4 { -- constructor(x = 0, y = 0, z = 0, w = 1) { -+ -+ constructor( x = 0, y = 0, z = 0, w = 1 ) { -+ - Vector4.prototype.isVector4 = true; -+ - this.x = x; - this.y = y; - this.z = z; - this.w = w; -+ - } -+ - get width() { -+ - return this.z; -+ - } -- set width(value) { -+ -+ set width( value ) { -+ - this.z = value; -+ - } -+ - get height() { -+ - return this.w; -+ - } -- set height(value) { -+ -+ set height( value ) { -+ - this.w = value; -+ - } -- set(x, y, z, w) { -+ -+ set( x, y, z, w ) { -+ - this.x = x; - this.y = y; - this.z = z; - this.w = w; -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; -+ - return this; -+ - } -- setX(x) { -+ -+ setX( x ) { -+ - this.x = x; -+ - return this; -+ - } -- setY(y) { -+ -+ setY( y ) { -+ - this.y = y; -+ - return this; -+ - } -- setZ(z) { -+ -+ setZ( z ) { -+ - this.z = z; -+ - return this; -+ - } -- setW(w) { -+ -+ setW( w ) { -+ - this.w = w; -+ - return this; -+ - } -- setComponent(index, value) { -- switch (index) { -- case 0: -- this.x = value; -- break; -- case 1: -- this.y = value; -- break; -- case 2: -- this.z = value; -- break; -- case 3: -- this.w = value; -- break; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ setComponent( index, value ) { -+ -+ switch ( index ) { -+ -+ case 0: this.x = value; break; -+ case 1: this.y = value; break; -+ case 2: this.z = value; break; -+ case 3: this.w = value; break; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - return this; -+ - } -- getComponent(index) { -- switch (index) { -- case 0: -- return this.x; -- case 1: -- return this.y; -- case 2: -- return this.z; -- case 3: -- return this.w; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ getComponent( index ) { -+ -+ switch ( index ) { -+ -+ case 0: return this.x; -+ case 1: return this.y; -+ case 2: return this.z; -+ case 3: return this.w; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.x, this.y, this.z, this.w); -+ -+ return new this.constructor( this.x, this.y, this.z, this.w ); -+ - } -- copy(v) { -+ -+ copy( v ) { -+ - this.x = v.x; - this.y = v.y; - this.z = v.z; -- this.w = v.w !== undefined ? v.w : 1; -+ this.w = ( v.w !== undefined ) ? v.w : 1; -+ - return this; -+ - } -- add(v) { -+ -+ add( v ) { -+ - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.x += s; - this.y += s; - this.z += s; - this.w += s; -+ - return this; -+ - } -- addVectors(a, b) { -+ -+ addVectors( a, b ) { -+ - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; -+ - return this; -+ - } -- addScaledVector(v, s) { -+ -+ addScaledVector( v, s ) { -+ - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; -+ - return this; -+ - } -- sub(v) { -+ -+ sub( v ) { -+ - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; -+ - return this; -+ - } -- subScalar(s) { -+ -+ subScalar( s ) { -+ - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; -+ - return this; -+ - } -- subVectors(a, b) { -+ -+ subVectors( a, b ) { -+ - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; -+ - return this; -+ - } -- multiply(v) { -+ -+ multiply( v ) { -+ - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - this.w *= v.w; -+ - return this; -+ - } -- multiplyScalar(scalar) { -+ -+ multiplyScalar( scalar ) { -+ - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; -+ - return this; -+ - } -- applyMatrix4(m) { -- const x = this.x, -- y = this.y, -- z = this.z, -- w = this.w; -+ -+ applyMatrix4( m ) { -+ -+ const x = this.x, y = this.y, z = this.z, w = this.w; - const e = m.elements; -- this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w; -- this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w; -- this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w; -- this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w; -+ -+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; -+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; -+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; -+ this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; -+ - return this; -+ - } -- divideScalar(scalar) { -- return this.multiplyScalar(1 / scalar); -+ -+ divideScalar( scalar ) { -+ -+ return this.multiplyScalar( 1 / scalar ); -+ - } -- setAxisAngleFromQuaternion(q) { -+ -+ setAxisAngleFromQuaternion( q ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - - // q is assumed to be normalized - -- this.w = 2 * Math.acos(q.w); -- const s = Math.sqrt(1 - q.w * q.w); -- if (s < 0.0001) { -+ this.w = 2 * Math.acos( q.w ); -+ -+ const s = Math.sqrt( 1 - q.w * q.w ); -+ -+ if ( s < 0.0001 ) { -+ - this.x = 1; - this.y = 0; - this.z = 0; -+ - } else { -+ - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; -+ - } -+ - return this; -+ - } -- setAxisAngleFromRotationMatrix(m) { -+ -+ setAxisAngleFromRotationMatrix( m ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - let angle, x, y, z; // variables for result -- const epsilon = 0.01, -- // margin to allow for rounding errors -- epsilon2 = 0.1, -- // margin to distinguish between 0 and 180 degrees -+ const epsilon = 0.01, // margin to allow for rounding errors -+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - - te = m.elements, -- m11 = te[0], -- m12 = te[4], -- m13 = te[8], -- m21 = te[1], -- m22 = te[5], -- m23 = te[9], -- m31 = te[2], -- m32 = te[6], -- m33 = te[10]; -- if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) { -+ -+ 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) { -+ 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); -+ this.set( 1, 0, 0, 0 ); -+ - return this; // zero angle, arbitrary axis -+ - } - - // otherwise this singularity is angle = 180 - - angle = Math.PI; -- const xx = (m11 + 1) / 2; -- const yy = (m22 + 1) / 2; -- const zz = (m33 + 1) / 2; -- const xy = (m12 + m21) / 4; -- const xz = (m13 + m31) / 4; -- const yz = (m23 + m32) / 4; -- if (xx > yy && xx > zz) { -+ -+ const xx = ( m11 + 1 ) / 2; -+ const yy = ( m22 + 1 ) / 2; -+ const zz = ( m33 + 1 ) / 2; -+ const xy = ( m12 + m21 ) / 4; -+ const xz = ( m13 + m31 ) / 4; -+ const yz = ( m23 + m32 ) / 4; -+ -+ if ( ( xx > yy ) && ( xx > zz ) ) { -+ - // m11 is the largest diagonal term - -- if (xx < epsilon) { -+ if ( xx < epsilon ) { -+ - x = 0; - y = 0.707106781; - z = 0.707106781; -+ - } else { -- x = Math.sqrt(xx); -+ -+ x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; -+ - } -- } else if (yy > zz) { -+ -+ } else if ( yy > zz ) { -+ - // m22 is the largest diagonal term - -- if (yy < epsilon) { -+ if ( yy < epsilon ) { -+ - x = 0.707106781; - y = 0; - z = 0.707106781; -+ - } else { -- y = Math.sqrt(yy); -+ -+ 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) { -+ if ( zz < epsilon ) { -+ - x = 0.707106781; - y = 0.707106781; - z = 0; -+ - } else { -- z = Math.sqrt(zz); -+ -+ z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; -+ - } -+ - } -- this.set(x, y, z, angle); -+ -+ this.set( x, y, z, angle ); -+ - return this; // return 180 deg rotation -+ - } - - // as we have reached here there are no singularities so we can handle normally - -- let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize -+ let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + -+ ( m13 - m31 ) * ( m13 - m31 ) + -+ ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - -- if (Math.abs(s) < 0.001) s = 1; -+ 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); -+ this.x = ( m32 - m23 ) / s; -+ this.y = ( m13 - m31 ) / s; -+ this.z = ( m21 - m12 ) / s; -+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); -+ - return this; -+ - } -- min(v) { -- this.x = Math.min(this.x, v.x); -- this.y = Math.min(this.y, v.y); -- this.z = Math.min(this.z, v.z); -- this.w = Math.min(this.w, v.w); -+ -+ min( v ) { -+ -+ this.x = Math.min( this.x, v.x ); -+ this.y = Math.min( this.y, v.y ); -+ this.z = Math.min( this.z, v.z ); -+ this.w = Math.min( this.w, v.w ); -+ - return this; -+ - } -- max(v) { -- this.x = Math.max(this.x, v.x); -- this.y = Math.max(this.y, v.y); -- this.z = Math.max(this.z, v.z); -- this.w = Math.max(this.w, v.w); -+ -+ max( v ) { -+ -+ this.x = Math.max( this.x, v.x ); -+ this.y = Math.max( this.y, v.y ); -+ this.z = Math.max( this.z, v.z ); -+ this.w = Math.max( this.w, v.w ); -+ - return this; -+ - } -- clamp(min, max) { -+ -+ clamp( min, max ) { -+ - // assumes min < max, componentwise - -- this.x = Math.max(min.x, Math.min(max.x, this.x)); -- this.y = Math.max(min.y, Math.min(max.y, this.y)); -- this.z = Math.max(min.z, Math.min(max.z, this.z)); -- this.w = Math.max(min.w, Math.min(max.w, this.w)); -+ this.x = Math.max( min.x, Math.min( max.x, this.x ) ); -+ this.y = Math.max( min.y, Math.min( max.y, this.y ) ); -+ this.z = Math.max( min.z, Math.min( max.z, this.z ) ); -+ this.w = Math.max( min.w, Math.min( max.w, this.w ) ); -+ - return this; -+ - } -- clampScalar(minVal, maxVal) { -- this.x = Math.max(minVal, Math.min(maxVal, this.x)); -- this.y = Math.max(minVal, Math.min(maxVal, this.y)); -- this.z = Math.max(minVal, Math.min(maxVal, this.z)); -- this.w = Math.max(minVal, Math.min(maxVal, this.w)); -+ -+ clampScalar( minVal, maxVal ) { -+ -+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); -+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); -+ this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); -+ this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); -+ - return this; -+ - } -- clampLength(min, max) { -+ -+ clampLength( min, max ) { -+ - const length = this.length(); -- return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); -+ -+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); -+ - } -+ - floor() { -- this.x = Math.floor(this.x); -- this.y = Math.floor(this.y); -- this.z = Math.floor(this.z); -- this.w = Math.floor(this.w); -+ -+ this.x = Math.floor( this.x ); -+ this.y = Math.floor( this.y ); -+ this.z = Math.floor( this.z ); -+ this.w = Math.floor( this.w ); -+ - return this; -+ - } -+ - ceil() { -- this.x = Math.ceil(this.x); -- this.y = Math.ceil(this.y); -- this.z = Math.ceil(this.z); -- this.w = Math.ceil(this.w); -+ -+ this.x = Math.ceil( this.x ); -+ this.y = Math.ceil( this.y ); -+ this.z = Math.ceil( this.z ); -+ this.w = Math.ceil( this.w ); -+ - return this; -+ - } -+ - round() { -- this.x = Math.round(this.x); -- this.y = Math.round(this.y); -- this.z = Math.round(this.z); -- this.w = Math.round(this.w); -+ -+ this.x = Math.round( this.x ); -+ this.y = Math.round( this.y ); -+ this.z = Math.round( this.z ); -+ this.w = Math.round( this.w ); -+ - return this; -+ - } -+ - roundToZero() { -- this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); -- this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); -- this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); -- this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w); -+ -+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); -+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); -+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); -+ this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); -+ - return this; -+ - } -+ - negate() { -- this.x = -this.x; -- this.y = -this.y; -- this.z = -this.z; -- this.w = -this.w; -+ -+ this.x = - this.x; -+ this.y = - this.y; -+ this.z = - this.z; -+ this.w = - this.w; -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; -+ - } -+ - lengthSq() { -+ - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; -+ - } -+ - length() { -- return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); -+ -+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); -+ - } -+ - manhattanLength() { -- return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w); -+ -+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); -+ - } -+ - normalize() { -- return this.divideScalar(this.length() || 1); -+ -+ return this.divideScalar( this.length() || 1 ); -+ - } -- setLength(length) { -- return this.normalize().multiplyScalar(length); -+ -+ setLength( length ) { -+ -+ return this.normalize().multiplyScalar( length ); -+ - } -- lerp(v, alpha) { -- this.x += (v.x - this.x) * alpha; -- this.y += (v.y - this.y) * alpha; -- this.z += (v.z - this.z) * alpha; -- this.w += (v.w - this.w) * alpha; -+ -+ lerp( v, alpha ) { -+ -+ this.x += ( v.x - this.x ) * alpha; -+ this.y += ( v.y - this.y ) * alpha; -+ this.z += ( v.z - this.z ) * alpha; -+ this.w += ( v.w - this.w ) * alpha; -+ - return this; -+ - } -- lerpVectors(v1, v2, alpha) { -- this.x = v1.x + (v2.x - v1.x) * alpha; -- this.y = v1.y + (v2.y - v1.y) * alpha; -- this.z = v1.z + (v2.z - v1.z) * alpha; -- this.w = v1.w + (v2.w - v1.w) * alpha; -+ -+ lerpVectors( v1, v2, alpha ) { -+ -+ this.x = v1.x + ( v2.x - v1.x ) * alpha; -+ this.y = v1.y + ( v2.y - v1.y ) * alpha; -+ this.z = v1.z + ( v2.z - v1.z ) * alpha; -+ this.w = v1.w + ( v2.w - v1.w ) * alpha; -+ - return this; -+ - } -- equals(v) { -- return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w; -+ -+ equals( v ) { -+ -+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); -+ - } -- fromArray(array, offset = 0) { -- this.x = array[offset]; -- this.y = array[offset + 1]; -- this.z = array[offset + 2]; -- this.w = array[offset + 3]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.x = array[ offset ]; -+ this.y = array[ offset + 1 ]; -+ this.z = array[ offset + 2 ]; -+ this.w = array[ offset + 3 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.x; -- array[offset + 1] = this.y; -- array[offset + 2] = this.z; -- array[offset + 3] = this.w; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.x; -+ array[ offset + 1 ] = this.y; -+ array[ offset + 2 ] = this.z; -+ array[ offset + 3 ] = this.w; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.x = attribute.getX(index); -- this.y = attribute.getY(index); -- this.z = attribute.getZ(index); -- this.w = attribute.getW(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.x = attribute.getX( index ); -+ this.y = attribute.getY( index ); -+ this.z = attribute.getZ( index ); -+ this.w = attribute.getW( index ); -+ - return this; -+ - } -+ - random() { -+ - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); - this.w = Math.random(); -+ - return this; -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.x; - yield this.y; - yield this.z; - yield this.w; -+ - } -+ - } - - /* -@@ -2296,103 +3328,148 @@ - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers - */ - class WebGLRenderTarget extends EventDispatcher { -- constructor(width = 1, height = 1, options = {}) { -+ -+ constructor( width = 1, height = 1, options = {} ) { -+ - super(); -+ - this.isWebGLRenderTarget = true; -+ - this.width = width; - this.height = height; - this.depth = 1; -- this.scissor = new Vector4(0, 0, width, height); -+ -+ this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; -- this.viewport = new Vector4(0, 0, width, height); -- const image = { -- width: width, -- height: height, -- depth: 1 -- }; -- this.texture = new Texture(image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding); -+ -+ this.viewport = new Vector4( 0, 0, width, height ); -+ -+ const image = { width: width, height: height, depth: 1 }; -+ -+ this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - this.texture.isRenderTargetTexture = true; -+ - this.texture.flipY = false; - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; - this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null; - this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; -+ - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; -+ - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; -+ - this.samples = options.samples !== undefined ? options.samples : 0; -+ - } -- setSize(width, height, depth = 1) { -- if (this.width !== width || this.height !== height || this.depth !== depth) { -+ -+ setSize( width, height, depth = 1 ) { -+ -+ if ( this.width !== width || this.height !== height || this.depth !== depth ) { -+ - this.width = width; - this.height = height; - this.depth = depth; -+ - this.texture.image.width = width; - this.texture.image.height = height; - this.texture.image.depth = depth; -+ - this.dispose(); -+ - } -- this.viewport.set(0, 0, width, height); -- this.scissor.set(0, 0, width, height); -+ -+ this.viewport.set( 0, 0, width, height ); -+ this.scissor.set( 0, 0, width, height ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.width = source.width; - this.height = source.height; - this.depth = source.depth; -- this.viewport.copy(source.viewport); -+ -+ this.viewport.copy( source.viewport ); -+ - this.texture = source.texture.clone(); - this.texture.isRenderTargetTexture = true; - - // ensure image object is not shared, see #20328 - -- const image = Object.assign({}, source.texture.image); -- this.texture.source = new Source(image); -+ const image = Object.assign( {}, source.texture.image ); -+ this.texture.source = new Source( image ); -+ - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; -- if (source.depthTexture !== null) this.depthTexture = source.depthTexture.clone(); -+ -+ if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); -+ - this.samples = source.samples; -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - } -+ - } - - class DataArrayTexture extends Texture { -- constructor(data = null, width = 1, height = 1, depth = 1) { -- super(null); -+ -+ constructor( data = null, width = 1, height = 1, depth = 1 ) { -+ -+ super( null ); -+ - this.isDataArrayTexture = true; -- this.image = { -- data, -- width, -- height, -- depth -- }; -+ -+ this.image = { data, width, height, depth }; -+ - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; -+ - this.wrapR = ClampToEdgeWrapping; -+ - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; -+ - } -+ - } - - class WebGLArrayRenderTarget extends WebGLRenderTarget { -- constructor(width = 1, height = 1, depth = 1) { -- super(width, height); -+ -+ constructor( width = 1, height = 1, depth = 1 ) { -+ -+ super( width, height ); -+ - this.isWebGLArrayRenderTarget = true; -+ - this.depth = depth; -- this.texture = new DataArrayTexture(null, width, height, depth); -+ -+ this.texture = new DataArrayTexture( null, width, height, depth ); -+ - this.texture.isRenderTargetTexture = true; -+ - } -+ - } - - class Data3DTexture extends Texture { -- constructor(data = null, width = 1, height = 1, depth = 1) { -+ -+ constructor( data = null, width = 1, height = 1, depth = 1 ) { -+ - // We're going to add .setXXX() methods for setting properties later. - // Users can still set in DataTexture3D directly. - // -@@ -2401,212 +3478,323 @@ - // - // See #14839 - -- super(null); -+ super( null ); -+ - this.isData3DTexture = true; -- this.image = { -- data, -- width, -- height, -- depth -- }; -+ -+ this.image = { data, width, height, depth }; -+ - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; -+ - this.wrapR = ClampToEdgeWrapping; -+ - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; -+ - } -+ - } - - class WebGL3DRenderTarget extends WebGLRenderTarget { -- constructor(width = 1, height = 1, depth = 1) { -- super(width, height); -+ -+ constructor( width = 1, height = 1, depth = 1 ) { -+ -+ super( width, height ); -+ - this.isWebGL3DRenderTarget = true; -+ - this.depth = depth; -- this.texture = new Data3DTexture(null, width, height, depth); -+ -+ this.texture = new Data3DTexture( null, width, height, depth ); -+ - this.texture.isRenderTargetTexture = true; -+ - } -+ - } - - class WebGLMultipleRenderTargets extends WebGLRenderTarget { -- constructor(width = 1, height = 1, count = 1, options = {}) { -- super(width, height, options); -+ -+ constructor( width = 1, height = 1, count = 1, options = {} ) { -+ -+ super( width, height, options ); -+ - this.isWebGLMultipleRenderTargets = true; -+ - const texture = this.texture; -+ - this.texture = []; -- for (let i = 0; i < count; i++) { -- this.texture[i] = texture.clone(); -- this.texture[i].isRenderTargetTexture = true; -+ -+ for ( let i = 0; i < count; i ++ ) { -+ -+ this.texture[ i ] = texture.clone(); -+ this.texture[ i ].isRenderTargetTexture = true; -+ - } -+ - } -- setSize(width, height, depth = 1) { -- if (this.width !== width || this.height !== height || this.depth !== depth) { -+ -+ setSize( width, height, depth = 1 ) { -+ -+ if ( this.width !== width || this.height !== height || this.depth !== depth ) { -+ - this.width = width; - this.height = height; - this.depth = depth; -- for (let i = 0, il = this.texture.length; i < il; i++) { -- this.texture[i].image.width = width; -- this.texture[i].image.height = height; -- this.texture[i].image.depth = depth; -+ -+ for ( let i = 0, il = this.texture.length; i < il; i ++ ) { -+ -+ this.texture[ i ].image.width = width; -+ this.texture[ i ].image.height = height; -+ this.texture[ i ].image.depth = depth; -+ - } -+ - this.dispose(); -+ - } -- this.viewport.set(0, 0, width, height); -- this.scissor.set(0, 0, width, height); -+ -+ this.viewport.set( 0, 0, width, height ); -+ this.scissor.set( 0, 0, width, height ); -+ - return this; -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.dispose(); -+ - this.width = source.width; - this.height = source.height; - this.depth = source.depth; -- this.viewport.set(0, 0, this.width, this.height); -- this.scissor.set(0, 0, this.width, this.height); -+ -+ this.viewport.set( 0, 0, this.width, this.height ); -+ this.scissor.set( 0, 0, this.width, this.height ); -+ - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; -- if (source.depthTexture !== null) this.depthTexture = source.depthTexture.clone(); -+ -+ if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); -+ - this.texture.length = 0; -- for (let i = 0, il = source.texture.length; i < il; i++) { -- this.texture[i] = source.texture[i].clone(); -- this.texture[i].isRenderTargetTexture = true; -+ -+ for ( let i = 0, il = source.texture.length; i < il; i ++ ) { -+ -+ this.texture[ i ] = source.texture[ i ].clone(); -+ this.texture[ i ].isRenderTargetTexture = true; -+ - } -+ - return this; -+ - } -+ - } - - class Quaternion { -- constructor(x = 0, y = 0, z = 0, w = 1) { -+ -+ constructor( x = 0, y = 0, z = 0, w = 1 ) { -+ - this.isQuaternion = true; -+ - this._x = x; - this._y = y; - this._z = z; - this._w = w; -+ - } -- static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) { -+ -+ static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { -+ - // fuzz-free, array-based Quaternion SLERP operation - -- let x0 = src0[srcOffset0 + 0], -- y0 = src0[srcOffset0 + 1], -- z0 = src0[srcOffset0 + 2], -- w0 = src0[srcOffset0 + 3]; -- const x1 = src1[srcOffset1 + 0], -- y1 = src1[srcOffset1 + 1], -- z1 = src1[srcOffset1 + 2], -- w1 = src1[srcOffset1 + 3]; -- if (t === 0) { -- dst[dstOffset + 0] = x0; -- dst[dstOffset + 1] = y0; -- dst[dstOffset + 2] = z0; -- dst[dstOffset + 3] = w0; -+ let x0 = src0[ srcOffset0 + 0 ], -+ y0 = src0[ srcOffset0 + 1 ], -+ z0 = src0[ srcOffset0 + 2 ], -+ w0 = src0[ srcOffset0 + 3 ]; -+ -+ const x1 = src1[ srcOffset1 + 0 ], -+ y1 = src1[ srcOffset1 + 1 ], -+ z1 = src1[ srcOffset1 + 2 ], -+ w1 = src1[ srcOffset1 + 3 ]; -+ -+ if ( t === 0 ) { -+ -+ dst[ dstOffset + 0 ] = x0; -+ dst[ dstOffset + 1 ] = y0; -+ dst[ dstOffset + 2 ] = z0; -+ dst[ dstOffset + 3 ] = w0; - return; -+ - } -- if (t === 1) { -- dst[dstOffset + 0] = x1; -- dst[dstOffset + 1] = y1; -- dst[dstOffset + 2] = z1; -- dst[dstOffset + 3] = w1; -+ -+ if ( t === 1 ) { -+ -+ dst[ dstOffset + 0 ] = x1; -+ dst[ dstOffset + 1 ] = y1; -+ dst[ dstOffset + 2 ] = z1; -+ dst[ dstOffset + 3 ] = w1; - return; -+ - } -- if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) { -+ -+ if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { -+ - let s = 1 - t; - const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, -- dir = cos >= 0 ? 1 : -1, -+ dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; - - // Skip the Slerp for tiny steps to avoid numeric problems: -- if (sqrSin > Number.EPSILON) { -- const sin = Math.sqrt(sqrSin), -- len = Math.atan2(sin, cos * dir); -- s = Math.sin(s * len) / sin; -- t = Math.sin(t * len) / sin; -+ if ( sqrSin > Number.EPSILON ) { -+ -+ const sin = Math.sqrt( sqrSin ), -+ len = Math.atan2( sin, cos * dir ); -+ -+ s = Math.sin( s * len ) / sin; -+ t = Math.sin( t * len ) / sin; -+ - } -+ - const tDir = t * dir; -+ - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; - - // Normalize in case we just did a lerp: -- if (s === 1 - t) { -- const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0); -+ if ( s === 1 - t ) { -+ -+ const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); -+ - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; -+ - } -+ - } -- dst[dstOffset] = x0; -- dst[dstOffset + 1] = y0; -- dst[dstOffset + 2] = z0; -- dst[dstOffset + 3] = w0; -- } -- static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) { -- const x0 = src0[srcOffset0]; -- const y0 = src0[srcOffset0 + 1]; -- const z0 = src0[srcOffset0 + 2]; -- const w0 = src0[srcOffset0 + 3]; -- const x1 = src1[srcOffset1]; -- const y1 = src1[srcOffset1 + 1]; -- const z1 = src1[srcOffset1 + 2]; -- const w1 = src1[srcOffset1 + 3]; -- dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; -- dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; -- dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; -- dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; -+ -+ dst[ dstOffset ] = x0; -+ dst[ dstOffset + 1 ] = y0; -+ dst[ dstOffset + 2 ] = z0; -+ dst[ dstOffset + 3 ] = w0; -+ -+ } -+ -+ static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { -+ -+ const x0 = src0[ srcOffset0 ]; -+ const y0 = src0[ srcOffset0 + 1 ]; -+ const z0 = src0[ srcOffset0 + 2 ]; -+ const w0 = src0[ srcOffset0 + 3 ]; -+ -+ const x1 = src1[ srcOffset1 ]; -+ const y1 = src1[ srcOffset1 + 1 ]; -+ const z1 = src1[ srcOffset1 + 2 ]; -+ const w1 = src1[ srcOffset1 + 3 ]; -+ -+ dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; -+ dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; -+ dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; -+ dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; -+ - return dst; -+ - } -+ - get x() { -+ - return this._x; -+ - } -- set x(value) { -+ -+ set x( value ) { -+ - this._x = value; - this._onChangeCallback(); -+ - } -+ - get y() { -+ - return this._y; -+ - } -- set y(value) { -+ -+ set y( value ) { -+ - this._y = value; - this._onChangeCallback(); -+ - } -+ - get z() { -+ - return this._z; -+ - } -- set z(value) { -+ -+ set z( value ) { -+ - this._z = value; - this._onChangeCallback(); -+ - } -+ - get w() { -+ - return this._w; -+ - } -- set w(value) { -+ -+ set w( value ) { -+ - this._w = value; - this._onChangeCallback(); -+ - } -- set(x, y, z, w) { -+ -+ set( x, y, z, w ) { -+ - this._x = x; - this._y = y; - this._z = z; - this._w = w; -+ - this._onChangeCallback(); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this._x, this._y, this._z, this._w); -+ -+ return new this.constructor( this._x, this._y, this._z, this._w ); -+ - } -- copy(quaternion) { -+ -+ copy( quaternion ) { -+ - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromEuler(euler, update) { -- const x = euler._x, -- y = euler._y, -- z = euler._z, -- order = euler._order; -+ -+ setFromEuler( euler, update ) { -+ -+ const x = euler._x, y = euler._y, z = euler._z, order = euler._order; - - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ -@@ -2614,1270 +3802,2052 @@ - - const cos = Math.cos; - const sin = Math.sin; -- const c1 = cos(x / 2); -- const c2 = cos(y / 2); -- const c3 = cos(z / 2); -- const s1 = sin(x / 2); -- const s2 = sin(y / 2); -- const s3 = sin(z / 2); -- switch (order) { -+ -+ const c1 = cos( x / 2 ); -+ const c2 = cos( y / 2 ); -+ const c3 = cos( z / 2 ); -+ -+ const s1 = sin( x / 2 ); -+ const s2 = sin( y / 2 ); -+ const s3 = sin( z / 2 ); -+ -+ switch ( order ) { -+ - case 'XYZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; -+ - case 'YXZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; -+ - case 'ZXY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; -+ - case 'ZYX': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; -+ - case 'YZX': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; -+ - case 'XZY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; -+ - default: -- console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order); -+ console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); -+ - } -- if (update !== false) this._onChangeCallback(); -+ -+ if ( update !== false ) this._onChangeCallback(); -+ - return this; -+ - } -- setFromAxisAngle(axis, angle) { -+ -+ setFromAxisAngle( axis, angle ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - - // assumes axis is normalized - -- const halfAngle = angle / 2, -- s = Math.sin(halfAngle); -+ const halfAngle = angle / 2, s = Math.sin( halfAngle ); -+ - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; -- this._w = Math.cos(halfAngle); -+ this._w = Math.cos( halfAngle ); -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromRotationMatrix(m) { -+ -+ setFromRotationMatrix( m ) { -+ - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements, -- m11 = te[0], -- m12 = te[4], -- m13 = te[8], -- m21 = te[1], -- m22 = te[5], -- m23 = te[9], -- m31 = te[2], -- m32 = te[6], -- m33 = te[10], -+ -+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], -+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], -+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], -+ - trace = m11 + m22 + m33; -- if (trace > 0) { -- const s = 0.5 / Math.sqrt(trace + 1.0); -+ -+ if ( trace > 0 ) { -+ -+ const s = 0.5 / Math.sqrt( trace + 1.0 ); -+ - this._w = 0.25 / s; -- this._x = (m32 - m23) * s; -- this._y = (m13 - m31) * s; -- this._z = (m21 - m12) * s; -- } else if (m11 > m22 && m11 > m33) { -- const s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33); -- this._w = (m32 - m23) / s; -+ this._x = ( m32 - m23 ) * s; -+ this._y = ( m13 - m31 ) * s; -+ this._z = ( m21 - m12 ) * s; -+ -+ } else if ( m11 > m22 && m11 > m33 ) { -+ -+ const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); -+ -+ this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; -- this._y = (m12 + m21) / s; -- this._z = (m13 + m31) / s; -- } else if (m22 > m33) { -- const s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33); -- this._w = (m13 - m31) / s; -- this._x = (m12 + m21) / s; -+ this._y = ( m12 + m21 ) / s; -+ this._z = ( m13 + m31 ) / s; -+ -+ } else if ( m22 > m33 ) { -+ -+ const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); -+ -+ this._w = ( m13 - m31 ) / s; -+ this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; -- this._z = (m23 + m32) / s; -+ this._z = ( m23 + m32 ) / s; -+ - } else { -- const s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22); -- this._w = (m21 - m12) / s; -- this._x = (m13 + m31) / s; -- this._y = (m23 + m32) / s; -+ -+ const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); -+ -+ this._w = ( m21 - m12 ) / s; -+ this._x = ( m13 + m31 ) / s; -+ this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; -+ - } -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromUnitVectors(vFrom, vTo) { -+ -+ setFromUnitVectors( vFrom, vTo ) { -+ - // assumes direction vectors vFrom and vTo are normalized - -- let r = vFrom.dot(vTo) + 1; -- if (r < Number.EPSILON) { -+ let r = vFrom.dot( vTo ) + 1; -+ -+ if ( r < Number.EPSILON ) { -+ - // vFrom and vTo point in opposite directions - - r = 0; -- if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) { -- this._x = -vFrom.y; -+ -+ 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._y = - vFrom.z; - this._z = vFrom.y; - this._w = r; -+ - } -+ - } else { -+ - // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 - - this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; - this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; - this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; - this._w = r; -+ - } -+ - return this.normalize(); -+ - } -- angleTo(q) { -- return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1))); -+ -+ angleTo( q ) { -+ -+ return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) ); -+ - } -- rotateTowards(q, step) { -- const angle = this.angleTo(q); -- if (angle === 0) return this; -- const t = Math.min(1, step / angle); -- this.slerp(q, t); -+ -+ rotateTowards( q, step ) { -+ -+ const angle = this.angleTo( q ); -+ -+ if ( angle === 0 ) return this; -+ -+ const t = Math.min( 1, step / angle ); -+ -+ this.slerp( q, t ); -+ - return this; -+ - } -+ - identity() { -- return this.set(0, 0, 0, 1); -+ -+ return this.set( 0, 0, 0, 1 ); -+ - } -+ - invert() { -+ - // quaternion is assumed to have unit length - - return this.conjugate(); -+ - } -+ - conjugate() { -- this._x *= -1; -- this._y *= -1; -- this._z *= -1; -+ -+ this._x *= - 1; -+ this._y *= - 1; -+ this._z *= - 1; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; -+ - } -+ - lengthSq() { -+ - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; -+ - } -+ - length() { -- return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w); -+ -+ return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); -+ - } -+ - normalize() { -+ - let l = this.length(); -- if (l === 0) { -+ -+ if ( l === 0 ) { -+ - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; -+ - } else { -+ - l = 1 / l; -+ - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; -+ - } -+ - this._onChangeCallback(); -+ - return this; -+ - } -- multiply(q) { -- return this.multiplyQuaternions(this, q); -+ -+ multiply( q ) { -+ -+ return this.multiplyQuaternions( this, q ); -+ - } -- premultiply(q) { -- return this.multiplyQuaternions(q, this); -+ -+ premultiply( q ) { -+ -+ return this.multiplyQuaternions( q, this ); -+ - } -- multiplyQuaternions(a, b) { -+ -+ multiplyQuaternions( a, b ) { -+ - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - -- const qax = a._x, -- qay = a._y, -- qaz = a._z, -- qaw = a._w; -- const qbx = b._x, -- qby = b._y, -- qbz = b._z, -- qbw = b._w; -+ const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; -+ const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; -+ - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- slerp(qb, t) { -- if (t === 0) return this; -- if (t === 1) return this.copy(qb); -- const x = this._x, -- y = this._y, -- z = this._z, -- w = this._w; -+ -+ slerp( qb, t ) { -+ -+ if ( t === 0 ) return this; -+ if ( t === 1 ) return this.copy( qb ); -+ -+ const x = this._x, y = this._y, z = this._z, w = this._w; - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; -- if (cosHalfTheta < 0) { -- this._w = -qb._w; -- this._x = -qb._x; -- this._y = -qb._y; -- this._z = -qb._z; -- cosHalfTheta = -cosHalfTheta; -+ -+ 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); -+ -+ this.copy( qb ); -+ - } -- if (cosHalfTheta >= 1.0) { -+ -+ if ( cosHalfTheta >= 1.0 ) { -+ - this._w = w; - this._x = x; - this._y = y; - this._z = z; -+ - return this; -+ - } -+ - const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; -- if (sqrSinHalfTheta <= Number.EPSILON) { -+ -+ if ( sqrSinHalfTheta <= Number.EPSILON ) { -+ - const s = 1 - t; - this._w = s * w + t * this._w; - this._x = s * x + t * this._x; - this._y = s * y + t * this._y; - this._z = s * z + t * this._z; -+ - this.normalize(); - this._onChangeCallback(); -+ - return this; -+ - } -- const sinHalfTheta = Math.sqrt(sqrSinHalfTheta); -- const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta); -- const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta, -- ratioB = Math.sin(t * halfTheta) / sinHalfTheta; -- this._w = w * ratioA + this._w * ratioB; -- this._x = x * ratioA + this._x * ratioB; -- this._y = y * ratioA + this._y * ratioB; -- this._z = z * ratioA + this._z * ratioB; -+ -+ const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); -+ const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); -+ const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, -+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; -+ -+ this._w = ( w * ratioA + this._w * ratioB ); -+ this._x = ( x * ratioA + this._x * ratioB ); -+ this._y = ( y * ratioA + this._y * ratioB ); -+ this._z = ( z * ratioA + this._z * ratioB ); -+ - this._onChangeCallback(); -+ - return this; -+ - } -- slerpQuaternions(qa, qb, t) { -- return this.copy(qa).slerp(qb, t); -+ -+ slerpQuaternions( qa, qb, t ) { -+ -+ return this.copy( qa ).slerp( qb, t ); -+ - } -+ - random() { -+ - // Derived from http://planning.cs.uiuc.edu/node198.html - // Note, this source uses w, x, y, z ordering, - // so we swap the order below. - - const u1 = Math.random(); -- const sqrt1u1 = Math.sqrt(1 - u1); -- const sqrtu1 = Math.sqrt(u1); -+ const sqrt1u1 = Math.sqrt( 1 - u1 ); -+ const sqrtu1 = Math.sqrt( u1 ); -+ - const u2 = 2 * Math.PI * Math.random(); -+ - const u3 = 2 * Math.PI * Math.random(); -- return this.set(sqrt1u1 * Math.cos(u2), sqrtu1 * Math.sin(u3), sqrtu1 * Math.cos(u3), sqrt1u1 * Math.sin(u2)); -+ -+ return this.set( -+ sqrt1u1 * Math.cos( u2 ), -+ sqrtu1 * Math.sin( u3 ), -+ sqrtu1 * Math.cos( u3 ), -+ sqrt1u1 * Math.sin( u2 ), -+ ); -+ - } -- equals(quaternion) { -- return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w; -+ -+ equals( quaternion ) { -+ -+ return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); -+ - } -- fromArray(array, offset = 0) { -- this._x = array[offset]; -- this._y = array[offset + 1]; -- this._z = array[offset + 2]; -- this._w = array[offset + 3]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this._x = array[ offset ]; -+ this._y = array[ offset + 1 ]; -+ this._z = array[ offset + 2 ]; -+ this._w = array[ offset + 3 ]; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this._x; -- array[offset + 1] = this._y; -- array[offset + 2] = this._z; -- array[offset + 3] = this._w; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this._x; -+ array[ offset + 1 ] = this._y; -+ array[ offset + 2 ] = this._z; -+ array[ offset + 3 ] = this._w; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this._x = attribute.getX(index); -- this._y = attribute.getY(index); -- this._z = attribute.getZ(index); -- this._w = attribute.getW(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this._x = attribute.getX( index ); -+ this._y = attribute.getY( index ); -+ this._z = attribute.getZ( index ); -+ this._w = attribute.getW( index ); -+ - return this; -+ - } -- _onChange(callback) { -+ -+ _onChange( callback ) { -+ - this._onChangeCallback = callback; -+ - return this; -+ - } -+ - _onChangeCallback() {} -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this._x; - yield this._y; - yield this._z; - yield this._w; -+ - } -+ - } - - class Vector3 { -- constructor(x = 0, y = 0, z = 0) { -+ -+ constructor( x = 0, y = 0, z = 0 ) { -+ - Vector3.prototype.isVector3 = true; -+ - this.x = x; - this.y = y; - this.z = z; -+ - } -- set(x, y, z) { -- if (z === undefined) z = this.z; // sprite.scale.set(x,y) -+ -+ set( x, y, z ) { -+ -+ if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) - - this.x = x; - this.y = y; - this.z = z; -+ - return this; -+ - } -- setScalar(scalar) { -+ -+ setScalar( scalar ) { -+ - this.x = scalar; - this.y = scalar; - this.z = scalar; -+ - return this; -+ - } -- setX(x) { -+ -+ setX( x ) { -+ - this.x = x; -+ - return this; -+ - } -- setY(y) { -+ -+ setY( y ) { -+ - this.y = y; -+ - return this; -+ - } -- setZ(z) { -+ -+ setZ( z ) { -+ - this.z = z; -+ - return this; -+ - } -- setComponent(index, value) { -- switch (index) { -- case 0: -- this.x = value; -- break; -- case 1: -- this.y = value; -- break; -- case 2: -- this.z = value; -- break; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ setComponent( index, value ) { -+ -+ switch ( index ) { -+ -+ case 0: this.x = value; break; -+ case 1: this.y = value; break; -+ case 2: this.z = value; break; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - return this; -+ - } -- getComponent(index) { -- switch (index) { -- case 0: -- return this.x; -- case 1: -- return this.y; -- case 2: -- return this.z; -- default: -- throw new Error('index is out of range: ' + index); -+ -+ getComponent( index ) { -+ -+ switch ( index ) { -+ -+ case 0: return this.x; -+ case 1: return this.y; -+ case 2: return this.z; -+ default: throw new Error( 'index is out of range: ' + index ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.x, this.y, this.z); -+ -+ return new this.constructor( this.x, this.y, this.z ); -+ - } -- copy(v) { -+ -+ copy( v ) { -+ - this.x = v.x; - this.y = v.y; - this.z = v.z; -+ - return this; -+ - } -- add(v) { -+ -+ add( v ) { -+ - this.x += v.x; - this.y += v.y; - this.z += v.z; -+ - return this; -+ - } -- addScalar(s) { -+ -+ addScalar( s ) { -+ - this.x += s; - this.y += s; - this.z += s; -+ - return this; -+ - } -- addVectors(a, b) { -+ -+ addVectors( a, b ) { -+ - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; -+ - return this; -+ - } -- addScaledVector(v, s) { -+ -+ addScaledVector( v, s ) { -+ - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; -+ - return this; -+ - } -- sub(v) { -+ -+ sub( v ) { -+ - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; -+ - return this; -+ - } -- subScalar(s) { -+ -+ subScalar( s ) { -+ - this.x -= s; - this.y -= s; - this.z -= s; -+ - return this; -+ - } -- subVectors(a, b) { -+ -+ subVectors( a, b ) { -+ - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; -+ - return this; -+ - } -- multiply(v) { -+ -+ multiply( v ) { -+ - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; -+ - return this; -+ - } -- multiplyScalar(scalar) { -+ -+ multiplyScalar( scalar ) { -+ - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; -+ - return this; -+ - } -- multiplyVectors(a, b) { -+ -+ multiplyVectors( a, b ) { -+ - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; -+ - return this; -+ - } -- applyEuler(euler) { -- return this.applyQuaternion(_quaternion$4.setFromEuler(euler)); -+ -+ applyEuler( euler ) { -+ -+ return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); -+ - } -- applyAxisAngle(axis, angle) { -- return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle)); -+ -+ applyAxisAngle( axis, angle ) { -+ -+ return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); -+ - } -- applyMatrix3(m) { -- const x = this.x, -- y = this.y, -- z = this.z; -+ -+ applyMatrix3( m ) { -+ -+ const x = this.x, y = this.y, z = this.z; - const e = m.elements; -- this.x = e[0] * x + e[3] * y + e[6] * z; -- this.y = e[1] * x + e[4] * y + e[7] * z; -- this.z = e[2] * x + e[5] * y + e[8] * z; -+ -+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; -+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; -+ this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; -+ - return this; -+ - } -- applyNormalMatrix(m) { -- return this.applyMatrix3(m).normalize(); -+ -+ applyNormalMatrix( m ) { -+ -+ return this.applyMatrix3( m ).normalize(); -+ - } -- applyMatrix4(m) { -- const x = this.x, -- y = this.y, -- z = this.z; -+ -+ applyMatrix4( m ) { -+ -+ const x = this.x, y = this.y, z = this.z; - const e = m.elements; -- const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); -- this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w; -- this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w; -- this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w; -+ -+ const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); -+ -+ this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; -+ this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; -+ this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; -+ - return this; -+ - } -- applyQuaternion(q) { -- const x = this.x, -- y = this.y, -- z = this.z; -- const qx = q.x, -- qy = q.y, -- qz = q.z, -- qw = q.w; -+ -+ applyQuaternion( q ) { -+ -+ const x = this.x, y = this.y, z = this.z; -+ const qx = q.x, qy = q.y, qz = q.z, qw = q.w; - - // calculate quat * vector - - const ix = qw * x + qy * z - qz * y; - const iy = qw * y + qz * x - qx * z; - const iz = qw * z + qx * y - qy * x; -- const iw = -qx * x - qy * y - qz * z; -+ const iw = - qx * x - qy * y - qz * z; - - // calculate result * inverse quat - -- this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; -- this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; -- this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; -+ this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; -+ this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; -+ this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; -+ - return this; -+ - } -- project(camera) { -- return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix); -+ -+ project( camera ) { -+ -+ return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); -+ - } -- unproject(camera) { -- return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld); -+ -+ unproject( camera ) { -+ -+ return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); -+ - } -- transformDirection(m) { -+ -+ transformDirection( m ) { -+ - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction - -- const x = this.x, -- y = this.y, -- z = this.z; -+ const x = this.x, y = this.y, z = this.z; - const e = m.elements; -- this.x = e[0] * x + e[4] * y + e[8] * z; -- this.y = e[1] * x + e[5] * y + e[9] * z; -- this.z = e[2] * x + e[6] * y + e[10] * z; -+ -+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; -+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; -+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; -+ - return this.normalize(); -+ - } -- divide(v) { -+ -+ divide( v ) { -+ - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; -+ - return this; -+ - } -- divideScalar(scalar) { -- return this.multiplyScalar(1 / scalar); -+ -+ divideScalar( scalar ) { -+ -+ return this.multiplyScalar( 1 / scalar ); -+ - } -- min(v) { -- this.x = Math.min(this.x, v.x); -- this.y = Math.min(this.y, v.y); -- this.z = Math.min(this.z, v.z); -+ -+ min( v ) { -+ -+ this.x = Math.min( this.x, v.x ); -+ this.y = Math.min( this.y, v.y ); -+ this.z = Math.min( this.z, v.z ); -+ - return this; -+ - } -- max(v) { -- this.x = Math.max(this.x, v.x); -- this.y = Math.max(this.y, v.y); -- this.z = Math.max(this.z, v.z); -+ -+ max( v ) { -+ -+ this.x = Math.max( this.x, v.x ); -+ this.y = Math.max( this.y, v.y ); -+ this.z = Math.max( this.z, v.z ); -+ - return this; -+ - } -- clamp(min, max) { -+ -+ clamp( min, max ) { -+ - // assumes min < max, componentwise - -- this.x = Math.max(min.x, Math.min(max.x, this.x)); -- this.y = Math.max(min.y, Math.min(max.y, this.y)); -- this.z = Math.max(min.z, Math.min(max.z, this.z)); -+ this.x = Math.max( min.x, Math.min( max.x, this.x ) ); -+ this.y = Math.max( min.y, Math.min( max.y, this.y ) ); -+ this.z = Math.max( min.z, Math.min( max.z, this.z ) ); -+ - return this; -+ - } -- clampScalar(minVal, maxVal) { -- this.x = Math.max(minVal, Math.min(maxVal, this.x)); -- this.y = Math.max(minVal, Math.min(maxVal, this.y)); -- this.z = Math.max(minVal, Math.min(maxVal, this.z)); -+ -+ clampScalar( minVal, maxVal ) { -+ -+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); -+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); -+ this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); -+ - return this; -+ - } -- clampLength(min, max) { -+ -+ clampLength( min, max ) { -+ - const length = this.length(); -- return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); -+ -+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); -+ - } -+ - floor() { -- this.x = Math.floor(this.x); -- this.y = Math.floor(this.y); -- this.z = Math.floor(this.z); -+ -+ this.x = Math.floor( this.x ); -+ this.y = Math.floor( this.y ); -+ this.z = Math.floor( this.z ); -+ - return this; -+ - } -+ - ceil() { -- this.x = Math.ceil(this.x); -- this.y = Math.ceil(this.y); -- this.z = Math.ceil(this.z); -+ -+ this.x = Math.ceil( this.x ); -+ this.y = Math.ceil( this.y ); -+ this.z = Math.ceil( this.z ); -+ - return this; -+ - } -+ - round() { -- this.x = Math.round(this.x); -- this.y = Math.round(this.y); -- this.z = Math.round(this.z); -+ -+ this.x = Math.round( this.x ); -+ this.y = Math.round( this.y ); -+ this.z = Math.round( this.z ); -+ - return this; -+ - } -+ - roundToZero() { -- this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); -- this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); -- this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); -+ -+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); -+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); -+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); -+ - return this; -+ - } -+ - negate() { -- this.x = -this.x; -- this.y = -this.y; -- this.z = -this.z; -+ -+ this.x = - this.x; -+ this.y = - this.y; -+ this.z = - this.z; -+ - return this; -+ - } -- dot(v) { -+ -+ dot( v ) { -+ - return this.x * v.x + this.y * v.y + this.z * v.z; -+ - } - - // TODO lengthSquared? - - lengthSq() { -+ - return this.x * this.x + this.y * this.y + this.z * this.z; -+ - } -+ - length() { -- return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); -+ -+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); -+ - } -+ - manhattanLength() { -- return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z); -+ -+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); -+ - } -+ - normalize() { -- return this.divideScalar(this.length() || 1); -+ -+ return this.divideScalar( this.length() || 1 ); -+ - } -- setLength(length) { -- return this.normalize().multiplyScalar(length); -+ -+ setLength( length ) { -+ -+ return this.normalize().multiplyScalar( length ); -+ - } -- lerp(v, alpha) { -- this.x += (v.x - this.x) * alpha; -- this.y += (v.y - this.y) * alpha; -- this.z += (v.z - this.z) * alpha; -+ -+ lerp( v, alpha ) { -+ -+ this.x += ( v.x - this.x ) * alpha; -+ this.y += ( v.y - this.y ) * alpha; -+ this.z += ( v.z - this.z ) * alpha; -+ - return this; -+ - } -- lerpVectors(v1, v2, alpha) { -- this.x = v1.x + (v2.x - v1.x) * alpha; -- this.y = v1.y + (v2.y - v1.y) * alpha; -- this.z = v1.z + (v2.z - v1.z) * alpha; -+ -+ lerpVectors( v1, v2, alpha ) { -+ -+ this.x = v1.x + ( v2.x - v1.x ) * alpha; -+ this.y = v1.y + ( v2.y - v1.y ) * alpha; -+ this.z = v1.z + ( v2.z - v1.z ) * alpha; -+ - return this; -+ - } -- cross(v) { -- return this.crossVectors(this, v); -+ -+ cross( v ) { -+ -+ return this.crossVectors( this, v ); -+ - } -- crossVectors(a, b) { -- const ax = a.x, -- ay = a.y, -- az = a.z; -- const bx = b.x, -- by = b.y, -- bz = b.z; -+ -+ crossVectors( a, b ) { -+ -+ const ax = a.x, ay = a.y, az = a.z; -+ const bx = b.x, by = b.y, bz = b.z; -+ - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; -+ - return this; -+ - } -- projectOnVector(v) { -+ -+ projectOnVector( v ) { -+ - const denominator = v.lengthSq(); -- if (denominator === 0) return this.set(0, 0, 0); -- const scalar = v.dot(this) / denominator; -- return this.copy(v).multiplyScalar(scalar); -+ -+ if ( denominator === 0 ) return this.set( 0, 0, 0 ); -+ -+ const scalar = v.dot( this ) / denominator; -+ -+ return this.copy( v ).multiplyScalar( scalar ); -+ - } -- projectOnPlane(planeNormal) { -- _vector$c.copy(this).projectOnVector(planeNormal); -- return this.sub(_vector$c); -+ -+ projectOnPlane( planeNormal ) { -+ -+ _vector$c.copy( this ).projectOnVector( planeNormal ); -+ -+ return this.sub( _vector$c ); -+ - } -- reflect(normal) { -+ -+ reflect( normal ) { -+ - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length - -- return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal))); -+ return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); -+ - } -- angleTo(v) { -- const denominator = Math.sqrt(this.lengthSq() * v.lengthSq()); -- if (denominator === 0) return Math.PI / 2; -- const theta = this.dot(v) / denominator; -+ -+ angleTo( v ) { -+ -+ const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); -+ -+ if ( denominator === 0 ) return Math.PI / 2; -+ -+ const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - -- return Math.acos(clamp(theta, -1, 1)); -+ return Math.acos( clamp( theta, - 1, 1 ) ); -+ - } -- distanceTo(v) { -- return Math.sqrt(this.distanceToSquared(v)); -+ -+ distanceTo( v ) { -+ -+ return Math.sqrt( this.distanceToSquared( v ) ); -+ - } -- distanceToSquared(v) { -- const dx = this.x - v.x, -- dy = this.y - v.y, -- dz = this.z - v.z; -+ -+ distanceToSquared( v ) { -+ -+ const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; -+ - return dx * dx + dy * dy + dz * dz; -+ - } -- manhattanDistanceTo(v) { -- return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z); -+ -+ manhattanDistanceTo( v ) { -+ -+ return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); -+ - } -- setFromSpherical(s) { -- return this.setFromSphericalCoords(s.radius, s.phi, s.theta); -+ -+ setFromSpherical( s ) { -+ -+ return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); -+ - } -- setFromSphericalCoords(radius, phi, theta) { -- const sinPhiRadius = Math.sin(phi) * radius; -- this.x = sinPhiRadius * Math.sin(theta); -- this.y = Math.cos(phi) * radius; -- this.z = sinPhiRadius * Math.cos(theta); -+ -+ setFromSphericalCoords( radius, phi, theta ) { -+ -+ const sinPhiRadius = Math.sin( phi ) * radius; -+ -+ this.x = sinPhiRadius * Math.sin( theta ); -+ this.y = Math.cos( phi ) * radius; -+ this.z = sinPhiRadius * Math.cos( theta ); -+ - return this; -+ - } -- setFromCylindrical(c) { -- return this.setFromCylindricalCoords(c.radius, c.theta, c.y); -+ -+ setFromCylindrical( c ) { -+ -+ return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); -+ - } -- setFromCylindricalCoords(radius, theta, y) { -- this.x = radius * Math.sin(theta); -+ -+ setFromCylindricalCoords( radius, theta, y ) { -+ -+ this.x = radius * Math.sin( theta ); - this.y = y; -- this.z = radius * Math.cos(theta); -+ this.z = radius * Math.cos( theta ); -+ - return this; -+ - } -- setFromMatrixPosition(m) { -+ -+ setFromMatrixPosition( m ) { -+ - const e = m.elements; -- this.x = e[12]; -- this.y = e[13]; -- this.z = e[14]; -+ -+ this.x = e[ 12 ]; -+ this.y = e[ 13 ]; -+ this.z = e[ 14 ]; -+ - return this; -+ - } -- setFromMatrixScale(m) { -- const sx = this.setFromMatrixColumn(m, 0).length(); -- const sy = this.setFromMatrixColumn(m, 1).length(); -- const sz = this.setFromMatrixColumn(m, 2).length(); -+ -+ setFromMatrixScale( m ) { -+ -+ const sx = this.setFromMatrixColumn( m, 0 ).length(); -+ const sy = this.setFromMatrixColumn( m, 1 ).length(); -+ const sz = this.setFromMatrixColumn( m, 2 ).length(); -+ - this.x = sx; - this.y = sy; - this.z = sz; -+ - return this; -+ - } -- setFromMatrixColumn(m, index) { -- return this.fromArray(m.elements, index * 4); -+ -+ setFromMatrixColumn( m, index ) { -+ -+ return this.fromArray( m.elements, index * 4 ); -+ - } -- setFromMatrix3Column(m, index) { -- return this.fromArray(m.elements, index * 3); -+ -+ setFromMatrix3Column( m, index ) { -+ -+ return this.fromArray( m.elements, index * 3 ); -+ - } -- setFromEuler(e) { -+ -+ setFromEuler( e ) { -+ - this.x = e._x; - this.y = e._y; - this.z = e._z; -+ - return this; -+ - } -- equals(v) { -- return v.x === this.x && v.y === this.y && v.z === this.z; -+ -+ equals( v ) { -+ -+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); -+ - } -- fromArray(array, offset = 0) { -- this.x = array[offset]; -- this.y = array[offset + 1]; -- this.z = array[offset + 2]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ this.x = array[ offset ]; -+ this.y = array[ offset + 1 ]; -+ this.z = array[ offset + 2 ]; -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this.x; -- array[offset + 1] = this.y; -- array[offset + 2] = this.z; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this.x; -+ array[ offset + 1 ] = this.y; -+ array[ offset + 2 ] = this.z; -+ - return array; -+ - } -- fromBufferAttribute(attribute, index) { -- this.x = attribute.getX(index); -- this.y = attribute.getY(index); -- this.z = attribute.getZ(index); -+ -+ fromBufferAttribute( attribute, index ) { -+ -+ this.x = attribute.getX( index ); -+ this.y = attribute.getY( index ); -+ this.z = attribute.getZ( index ); -+ - return this; -+ - } -+ - random() { -+ - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); -+ - return this; -+ - } -+ - randomDirection() { -+ - // Derived from https://mathworld.wolfram.com/SpherePointPicking.html - -- const u = (Math.random() - 0.5) * 2; -+ const u = ( Math.random() - 0.5 ) * 2; - const t = Math.random() * Math.PI * 2; -- const f = Math.sqrt(1 - u ** 2); -- this.x = f * Math.cos(t); -- this.y = f * Math.sin(t); -+ const f = Math.sqrt( 1 - u ** 2 ); -+ -+ this.x = f * Math.cos( t ); -+ this.y = f * Math.sin( t ); - this.z = u; -+ - return this; -+ - } -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this.x; - yield this.y; - yield this.z; -+ - } -+ - } -- const _vector$c = /*@__PURE__*/new Vector3(); -- const _quaternion$4 = /*@__PURE__*/new Quaternion(); -+ -+ const _vector$c = /*@__PURE__*/ new Vector3(); -+ const _quaternion$4 = /*@__PURE__*/ new Quaternion(); - - class Box3 { -- constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) { -+ -+ constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { -+ - this.isBox3 = true; -+ - this.min = min; - this.max = max; -+ -+ } -+ -+ set( min, max ) { -+ -+ this.min.copy( min ); -+ this.max.copy( max ); -+ -+ return this; -+ -+ } -+ -+ setFromArray( array ) { -+ -+ let minX = + Infinity; -+ let minY = + Infinity; -+ let minZ = + Infinity; -+ -+ let maxX = - Infinity; -+ let maxY = - Infinity; -+ let maxZ = - Infinity; -+ -+ for ( let i = 0, l = array.length; i < l; i += 3 ) { -+ -+ const x = array[ i ]; -+ const y = array[ i + 1 ]; -+ const z = array[ i + 2 ]; -+ -+ if ( x < minX ) minX = x; -+ if ( y < minY ) minY = y; -+ if ( z < minZ ) minZ = z; -+ -+ if ( x > maxX ) maxX = x; -+ if ( y > maxY ) maxY = y; -+ if ( z > maxZ ) maxZ = z; -+ -+ } -+ -+ this.min.set( minX, minY, minZ ); -+ this.max.set( maxX, maxY, maxZ ); -+ -+ return this; -+ -+ } -+ -+ setFromBufferAttribute( attribute ) { -+ -+ let minX = + Infinity; -+ let minY = + Infinity; -+ let minZ = + Infinity; -+ -+ let maxX = - Infinity; -+ let maxY = - Infinity; -+ let maxZ = - Infinity; -+ -+ for ( let i = 0, l = attribute.count; i < l; i ++ ) { -+ -+ const x = attribute.getX( i ); -+ const y = attribute.getY( i ); -+ const z = attribute.getZ( i ); -+ -+ if ( x < minX ) minX = x; -+ if ( y < minY ) minY = y; -+ if ( z < minZ ) minZ = z; -+ -+ if ( x > maxX ) maxX = x; -+ if ( y > maxY ) maxY = y; -+ if ( z > maxZ ) maxZ = z; -+ -+ } -+ -+ this.min.set( minX, minY, minZ ); -+ this.max.set( maxX, maxY, maxZ ); -+ -+ return this; -+ - } -- set(min, max) { -- this.min.copy(min); -- this.max.copy(max); -- return this; -- } -- setFromArray(array) { -- let minX = +Infinity; -- let minY = +Infinity; -- let minZ = +Infinity; -- let maxX = -Infinity; -- let maxY = -Infinity; -- let maxZ = -Infinity; -- for (let i = 0, l = array.length; i < l; i += 3) { -- const x = array[i]; -- const y = array[i + 1]; -- const z = array[i + 2]; -- if (x < minX) minX = x; -- if (y < minY) minY = y; -- if (z < minZ) minZ = z; -- if (x > maxX) maxX = x; -- if (y > maxY) maxY = y; -- if (z > maxZ) maxZ = z; -- } -- this.min.set(minX, minY, minZ); -- this.max.set(maxX, maxY, maxZ); -- return this; -- } -- setFromBufferAttribute(attribute) { -- let minX = +Infinity; -- let minY = +Infinity; -- let minZ = +Infinity; -- let maxX = -Infinity; -- let maxY = -Infinity; -- let maxZ = -Infinity; -- for (let i = 0, l = attribute.count; i < l; i++) { -- const x = attribute.getX(i); -- const y = attribute.getY(i); -- const z = attribute.getZ(i); -- if (x < minX) minX = x; -- if (y < minY) minY = y; -- if (z < minZ) minZ = z; -- if (x > maxX) maxX = x; -- if (y > maxY) maxY = y; -- if (z > maxZ) maxZ = z; -- } -- this.min.set(minX, minY, minZ); -- this.max.set(maxX, maxY, maxZ); -- return this; -- } -- setFromPoints(points) { -+ -+ setFromPoints( points ) { -+ - this.makeEmpty(); -- for (let i = 0, il = points.length; i < il; i++) { -- this.expandByPoint(points[i]); -+ -+ for ( let i = 0, il = points.length; i < il; i ++ ) { -+ -+ this.expandByPoint( points[ i ] ); -+ - } -+ - return this; -+ - } -- setFromCenterAndSize(center, size) { -- const halfSize = _vector$b.copy(size).multiplyScalar(0.5); -- this.min.copy(center).sub(halfSize); -- this.max.copy(center).add(halfSize); -+ -+ setFromCenterAndSize( center, size ) { -+ -+ const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); -+ -+ this.min.copy( center ).sub( halfSize ); -+ this.max.copy( center ).add( halfSize ); -+ - return this; -+ - } -- setFromObject(object, precise = false) { -+ -+ setFromObject( object, precise = false ) { -+ - this.makeEmpty(); -- return this.expandByObject(object, precise); -+ -+ return this.expandByObject( object, precise ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(box) { -- this.min.copy(box.min); -- this.max.copy(box.max); -+ -+ copy( box ) { -+ -+ this.min.copy( box.min ); -+ this.max.copy( box.max ); -+ - return this; -+ - } -+ - makeEmpty() { -- this.min.x = this.min.y = this.min.z = +Infinity; -- this.max.x = this.max.y = this.max.z = -Infinity; -+ -+ this.min.x = this.min.y = this.min.z = + Infinity; -+ this.max.x = this.max.y = this.max.z = - Infinity; -+ - return this; -+ - } -+ - isEmpty() { -+ - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - -- return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z; -+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); -+ - } -- getCenter(target) { -- return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); -+ -+ getCenter( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); -+ - } -- getSize(target) { -- return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min); -+ -+ getSize( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); -+ - } -- expandByPoint(point) { -- this.min.min(point); -- this.max.max(point); -+ -+ expandByPoint( point ) { -+ -+ this.min.min( point ); -+ this.max.max( point ); -+ - return this; -+ - } -- expandByVector(vector) { -- this.min.sub(vector); -- this.max.add(vector); -+ -+ expandByVector( vector ) { -+ -+ this.min.sub( vector ); -+ this.max.add( vector ); -+ - return this; -+ - } -- expandByScalar(scalar) { -- this.min.addScalar(-scalar); -- this.max.addScalar(scalar); -+ -+ expandByScalar( scalar ) { -+ -+ this.min.addScalar( - scalar ); -+ this.max.addScalar( scalar ); -+ - return this; -+ - } -- expandByObject(object, precise = false) { -+ -+ expandByObject( object, precise = false ) { -+ - // 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); -+ object.updateWorldMatrix( false, false ); -+ - const geometry = object.geometry; -- if (geometry !== undefined) { -- if (precise && geometry.attributes != undefined && geometry.attributes.position !== undefined) { -+ -+ if ( geometry !== undefined ) { -+ -+ if ( precise && geometry.attributes != undefined && geometry.attributes.position !== undefined ) { -+ - const position = geometry.attributes.position; -- for (let i = 0, l = position.count; i < l; i++) { -- _vector$b.fromBufferAttribute(position, i).applyMatrix4(object.matrixWorld); -- this.expandByPoint(_vector$b); -+ for ( let i = 0, l = position.count; i < l; i ++ ) { -+ -+ _vector$b.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld ); -+ this.expandByPoint( _vector$b ); -+ - } -+ - } else { -- if (geometry.boundingBox === null) { -+ -+ if ( geometry.boundingBox === null ) { -+ - geometry.computeBoundingBox(); -+ - } -- _box$3.copy(geometry.boundingBox); -- _box$3.applyMatrix4(object.matrixWorld); -- this.union(_box$3); -+ -+ _box$3.copy( geometry.boundingBox ); -+ _box$3.applyMatrix4( object.matrixWorld ); -+ -+ this.union( _box$3 ); -+ - } -+ - } -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- this.expandByObject(children[i], precise); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ this.expandByObject( children[ i ], precise ); -+ - } -+ - return this; -+ - } -- containsPoint(point) { -- return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true; -+ -+ containsPoint( point ) { -+ -+ return point.x < this.min.x || point.x > this.max.x || -+ point.y < this.min.y || point.y > this.max.y || -+ point.z < this.min.z || point.z > this.max.z ? false : true; -+ - } -- containsBox(box) { -- return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z; -+ -+ containsBox( box ) { -+ -+ return this.min.x <= box.min.x && box.max.x <= this.max.x && -+ this.min.y <= box.min.y && box.max.y <= this.max.y && -+ this.min.z <= box.min.z && box.max.z <= this.max.z; -+ - } -- getParameter(point, target) { -+ -+ getParameter( point, target ) { -+ - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - -- return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z)); -+ return target.set( -+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ), -+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ), -+ ( point.z - this.min.z ) / ( this.max.z - this.min.z ) -+ ); -+ - } -- intersectsBox(box) { -+ -+ intersectsBox( box ) { -+ - // using 6 splitting planes to rule out intersections. -- return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true; -+ return box.max.x < this.min.x || box.min.x > this.max.x || -+ box.max.y < this.min.y || box.min.y > this.max.y || -+ box.max.z < this.min.z || box.min.z > this.max.z ? false : true; -+ - } -- intersectsSphere(sphere) { -+ -+ intersectsSphere( sphere ) { -+ - // Find the point on the AABB closest to the sphere center. -- this.clampPoint(sphere.center, _vector$b); -+ this.clampPoint( sphere.center, _vector$b ); - - // If that point is inside the sphere, the AABB and sphere intersect. -- return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius; -+ return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); -+ - } -- intersectsPlane(plane) { -+ -+ intersectsPlane( plane ) { -+ - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - - let min, max; -- if (plane.normal.x > 0) { -+ -+ 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) { -+ -+ 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) { -+ -+ 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; -+ -+ return ( min <= - plane.constant && max >= - plane.constant ); -+ - } -- intersectsTriangle(triangle) { -- if (this.isEmpty()) { -+ -+ intersectsTriangle( triangle ) { -+ -+ if ( this.isEmpty() ) { -+ - return false; -+ - } - - // compute box center and extents -- this.getCenter(_center); -- _extents.subVectors(this.max, _center); -+ this.getCenter( _center ); -+ _extents.subVectors( this.max, _center ); - - // translate triangle to aabb origin -- _v0$2.subVectors(triangle.a, _center); -- _v1$7.subVectors(triangle.b, _center); -- _v2$4.subVectors(triangle.c, _center); -+ _v0$2.subVectors( triangle.a, _center ); -+ _v1$7.subVectors( triangle.b, _center ); -+ _v2$4.subVectors( triangle.c, _center ); - - // compute edge vectors for triangle -- _f0.subVectors(_v1$7, _v0$2); -- _f1.subVectors(_v2$4, _v1$7); -- _f2.subVectors(_v0$2, _v2$4); -+ _f0.subVectors( _v1$7, _v0$2 ); -+ _f1.subVectors( _v2$4, _v1$7 ); -+ _f2.subVectors( _v0$2, _v2$4 ); - - // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb - // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation - // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) -- let axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0]; -- if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) { -+ let axes = [ -+ 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, -+ _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, -+ - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 -+ ]; -+ if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { -+ - return false; -+ - } - - // test 3 face normals from the aabb -- axes = [1, 0, 0, 0, 1, 0, 0, 0, 1]; -- if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) { -+ axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; -+ if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { -+ - return false; -+ - } - - // finally testing the face normal of the triangle - // use already existing triangle edge vectors here -- _triangleNormal.crossVectors(_f0, _f1); -- axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z]; -- return satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents); -+ _triangleNormal.crossVectors( _f0, _f1 ); -+ axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; -+ -+ return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ); -+ - } -- clampPoint(point, target) { -- return target.copy(point).clamp(this.min, this.max); -+ -+ clampPoint( point, target ) { -+ -+ return target.copy( point ).clamp( this.min, this.max ); -+ - } -- distanceToPoint(point) { -- const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max); -- return clampedPoint.sub(point).length(); -+ -+ distanceToPoint( point ) { -+ -+ const clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max ); -+ -+ return clampedPoint.sub( point ).length(); -+ - } -- getBoundingSphere(target) { -- this.getCenter(target.center); -- target.radius = this.getSize(_vector$b).length() * 0.5; -+ -+ getBoundingSphere( target ) { -+ -+ this.getCenter( target.center ); -+ -+ target.radius = this.getSize( _vector$b ).length() * 0.5; -+ - return target; -+ - } -- intersect(box) { -- this.min.max(box.min); -- this.max.min(box.max); -+ -+ intersect( box ) { -+ -+ this.min.max( box.min ); -+ this.max.min( box.max ); - - // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. -- if (this.isEmpty()) this.makeEmpty(); -+ if ( this.isEmpty() ) this.makeEmpty(); -+ - return this; -+ - } -- union(box) { -- this.min.min(box.min); -- this.max.max(box.max); -+ -+ union( box ) { -+ -+ this.min.min( box.min ); -+ this.max.max( box.max ); -+ - return this; -+ - } -- applyMatrix4(matrix) { -+ -+ applyMatrix4( matrix ) { -+ - // transform of empty box is an empty box. -- if (this.isEmpty()) return this; -+ 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 -+ _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 ); - -- this.setFromPoints(_points); - return this; -+ - } -- translate(offset) { -- this.min.add(offset); -- this.max.add(offset); -+ -+ translate( offset ) { -+ -+ this.min.add( offset ); -+ this.max.add( offset ); -+ - return this; -+ - } -- equals(box) { -- return box.min.equals(this.min) && box.max.equals(this.max); -+ -+ equals( box ) { -+ -+ return box.min.equals( this.min ) && box.max.equals( this.max ); -+ - } -+ - } -- const _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()]; -- const _vector$b = /*@__PURE__*/new Vector3(); -- const _box$3 = /*@__PURE__*/new Box3(); -+ -+ const _points = [ -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3(), -+ /*@__PURE__*/ new Vector3() -+ ]; -+ -+ const _vector$b = /*@__PURE__*/ new Vector3(); -+ -+ const _box$3 = /*@__PURE__*/ new Box3(); - - // triangle centered vertices - -- const _v0$2 = /*@__PURE__*/new Vector3(); -- const _v1$7 = /*@__PURE__*/new Vector3(); -- const _v2$4 = /*@__PURE__*/new Vector3(); -+ const _v0$2 = /*@__PURE__*/ new Vector3(); -+ const _v1$7 = /*@__PURE__*/ new Vector3(); -+ const _v2$4 = /*@__PURE__*/ new Vector3(); - - // triangle edge vectors - -- const _f0 = /*@__PURE__*/new Vector3(); -- const _f1 = /*@__PURE__*/new Vector3(); -- const _f2 = /*@__PURE__*/new Vector3(); -- const _center = /*@__PURE__*/new Vector3(); -- const _extents = /*@__PURE__*/new Vector3(); -- const _triangleNormal = /*@__PURE__*/new Vector3(); -- const _testAxis = /*@__PURE__*/new Vector3(); -- function satForAxes(axes, v0, v1, v2, extents) { -- for (let i = 0, j = axes.length - 3; i <= j; i += 3) { -- _testAxis.fromArray(axes, i); -+ const _f0 = /*@__PURE__*/ new Vector3(); -+ const _f1 = /*@__PURE__*/ new Vector3(); -+ const _f2 = /*@__PURE__*/ new Vector3(); -+ -+ const _center = /*@__PURE__*/ new Vector3(); -+ const _extents = /*@__PURE__*/ new Vector3(); -+ const _triangleNormal = /*@__PURE__*/ new Vector3(); -+ const _testAxis = /*@__PURE__*/ new Vector3(); -+ -+ function satForAxes( axes, v0, v1, v2, extents ) { -+ -+ for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { -+ -+ _testAxis.fromArray( axes, i ); - // project the aabb onto the separating axis -- const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); -+ const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); - // project all 3 vertices of the triangle onto the separating axis -- const p0 = v0.dot(_testAxis); -- const p1 = v1.dot(_testAxis); -- const p2 = v2.dot(_testAxis); -+ const p0 = v0.dot( _testAxis ); -+ const p1 = v1.dot( _testAxis ); -+ const p2 = v2.dot( _testAxis ); - // actual test, basically see if either of the most extreme of the triangle points intersects r -- if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) { -+ 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 separating and we can exit - return false; -+ - } -+ - } -+ - return true; -+ - } - -- const _box$2 = /*@__PURE__*/new Box3(); -- const _v1$6 = /*@__PURE__*/new Vector3(); -- const _v2$3 = /*@__PURE__*/new Vector3(); -+ const _box$2 = /*@__PURE__*/ new Box3(); -+ const _v1$6 = /*@__PURE__*/ new Vector3(); -+ const _v2$3 = /*@__PURE__*/ new Vector3(); -+ - class Sphere { -- constructor(center = new Vector3(), radius = -1) { -+ -+ constructor( center = new Vector3(), radius = - 1 ) { -+ - this.center = center; - this.radius = radius; -+ - } -- set(center, radius) { -- this.center.copy(center); -+ -+ set( center, radius ) { -+ -+ this.center.copy( center ); - this.radius = radius; -+ - return this; -+ - } -- setFromPoints(points, optionalCenter) { -+ -+ setFromPoints( points, optionalCenter ) { -+ - const center = this.center; -- if (optionalCenter !== undefined) { -- center.copy(optionalCenter); -+ -+ if ( optionalCenter !== undefined ) { -+ -+ center.copy( optionalCenter ); -+ - } else { -- _box$2.setFromPoints(points).getCenter(center); -+ -+ _box$2.setFromPoints( points ).getCenter( center ); -+ - } -+ - let maxRadiusSq = 0; -- for (let i = 0, il = points.length; i < il; i++) { -- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i])); -+ -+ for ( let i = 0, il = points.length; i < il; i ++ ) { -+ -+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); -+ - } -- this.radius = Math.sqrt(maxRadiusSq); -+ -+ this.radius = Math.sqrt( maxRadiusSq ); -+ - return this; -+ - } -- copy(sphere) { -- this.center.copy(sphere.center); -+ -+ copy( sphere ) { -+ -+ this.center.copy( sphere.center ); - this.radius = sphere.radius; -+ - return this; -+ - } -+ - isEmpty() { -- return this.radius < 0; -+ -+ return ( this.radius < 0 ); -+ - } -+ - makeEmpty() { -- this.center.set(0, 0, 0); -- this.radius = -1; -+ -+ this.center.set( 0, 0, 0 ); -+ this.radius = - 1; -+ - return this; -+ - } -- containsPoint(point) { -- return point.distanceToSquared(this.center) <= this.radius * this.radius; -+ -+ containsPoint( point ) { -+ -+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); -+ - } -- distanceToPoint(point) { -- return point.distanceTo(this.center) - this.radius; -+ -+ distanceToPoint( point ) { -+ -+ return ( point.distanceTo( this.center ) - this.radius ); -+ - } -- intersectsSphere(sphere) { -+ -+ intersectsSphere( sphere ) { -+ - const radiusSum = this.radius + sphere.radius; -- return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum; -+ -+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); -+ - } -- intersectsBox(box) { -- return box.intersectsSphere(this); -+ -+ intersectsBox( box ) { -+ -+ return box.intersectsSphere( this ); -+ - } -- intersectsPlane(plane) { -- return Math.abs(plane.distanceToPoint(this.center)) <= this.radius; -+ -+ intersectsPlane( plane ) { -+ -+ return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; -+ - } -- clampPoint(point, target) { -- const deltaLengthSq = this.center.distanceToSquared(point); -- target.copy(point); -- if (deltaLengthSq > this.radius * this.radius) { -- target.sub(this.center).normalize(); -- target.multiplyScalar(this.radius).add(this.center); -+ -+ clampPoint( point, target ) { -+ -+ const deltaLengthSq = this.center.distanceToSquared( point ); -+ -+ target.copy( point ); -+ -+ if ( deltaLengthSq > ( this.radius * this.radius ) ) { -+ -+ target.sub( this.center ).normalize(); -+ target.multiplyScalar( this.radius ).add( this.center ); -+ - } -+ - return target; -+ - } -- getBoundingBox(target) { -- if (this.isEmpty()) { -+ -+ getBoundingBox( target ) { -+ -+ if ( this.isEmpty() ) { -+ - // Empty sphere produces empty bounding box - target.makeEmpty(); - return target; -+ - } -- target.set(this.center, this.center); -- target.expandByScalar(this.radius); -+ -+ target.set( this.center, this.center ); -+ target.expandByScalar( this.radius ); -+ - return target; -+ - } -- applyMatrix4(matrix) { -- this.center.applyMatrix4(matrix); -+ -+ applyMatrix4( matrix ) { -+ -+ this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); -+ - return this; -+ - } -- translate(offset) { -- this.center.add(offset); -+ -+ translate( offset ) { -+ -+ this.center.add( offset ); -+ - return this; -+ - } -- expandByPoint(point) { -- if (this.isEmpty()) { -- this.center.copy(point); -+ -+ expandByPoint( point ) { -+ -+ if ( this.isEmpty() ) { -+ -+ this.center.copy( point ); -+ - this.radius = 0; -+ - return this; -+ - } -- _v1$6.subVectors(point, this.center); -+ -+ _v1$6.subVectors( point, this.center ); -+ - const lengthSq = _v1$6.lengthSq(); -- if (lengthSq > this.radius * this.radius) { -+ -+ if ( lengthSq > ( this.radius * this.radius ) ) { -+ - // calculate the minimal sphere - -- const length = Math.sqrt(lengthSq); -- const delta = (length - this.radius) * 0.5; -- this.center.addScaledVector(_v1$6, delta / length); -+ const length = Math.sqrt( lengthSq ); -+ -+ const delta = ( length - this.radius ) * 0.5; -+ -+ this.center.addScaledVector( _v1$6, delta / length ); -+ - this.radius += delta; -+ - } -+ - return this; -+ - } -- union(sphere) { -- if (sphere.isEmpty()) { -+ -+ union( sphere ) { -+ -+ if ( sphere.isEmpty() ) { -+ - return this; -+ - } -- if (this.isEmpty()) { -- this.copy(sphere); -+ -+ if ( this.isEmpty() ) { -+ -+ this.copy( sphere ); -+ - return this; -+ - } -- if (this.center.equals(sphere.center) === true) { -- this.radius = Math.max(this.radius, sphere.radius); -+ -+ if ( this.center.equals( sphere.center ) === true ) { -+ -+ this.radius = Math.max( this.radius, sphere.radius ); -+ - } else { -- _v2$3.subVectors(sphere.center, this.center).setLength(sphere.radius); -- this.expandByPoint(_v1$6.copy(sphere.center).add(_v2$3)); -- this.expandByPoint(_v1$6.copy(sphere.center).sub(_v2$3)); -+ -+ _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius ); -+ -+ this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) ); -+ -+ this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) ); -+ - } -+ - return this; -+ - } -- equals(sphere) { -- return sphere.center.equals(this.center) && sphere.radius === this.radius; -+ -+ equals( sphere ) { -+ -+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - -- const _vector$a = /*@__PURE__*/new Vector3(); -- const _segCenter = /*@__PURE__*/new Vector3(); -- const _segDir = /*@__PURE__*/new Vector3(); -- const _diff = /*@__PURE__*/new Vector3(); -- const _edge1 = /*@__PURE__*/new Vector3(); -- const _edge2 = /*@__PURE__*/new Vector3(); -- const _normal$1 = /*@__PURE__*/new Vector3(); -+ const _vector$a = /*@__PURE__*/ new Vector3(); -+ const _segCenter = /*@__PURE__*/ new Vector3(); -+ const _segDir = /*@__PURE__*/ new Vector3(); -+ const _diff = /*@__PURE__*/ new Vector3(); -+ -+ const _edge1 = /*@__PURE__*/ new Vector3(); -+ const _edge2 = /*@__PURE__*/ new Vector3(); -+ const _normal$1 = /*@__PURE__*/ new Vector3(); -+ - class Ray { -- constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) { -+ -+ constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { -+ - this.origin = origin; - this.direction = direction; -+ - } -- set(origin, direction) { -- this.origin.copy(origin); -- this.direction.copy(direction); -+ -+ set( origin, direction ) { -+ -+ this.origin.copy( origin ); -+ this.direction.copy( direction ); -+ - return this; -+ - } -- copy(ray) { -- this.origin.copy(ray.origin); -- this.direction.copy(ray.direction); -+ -+ copy( ray ) { -+ -+ this.origin.copy( ray.origin ); -+ this.direction.copy( ray.direction ); -+ - return this; -+ - } -- at(t, target) { -- return target.copy(this.direction).multiplyScalar(t).add(this.origin); -+ -+ at( t, target ) { -+ -+ return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); -+ - } -- lookAt(v) { -- this.direction.copy(v).sub(this.origin).normalize(); -+ -+ lookAt( v ) { -+ -+ this.direction.copy( v ).sub( this.origin ).normalize(); -+ - return this; -+ - } -- recast(t) { -- this.origin.copy(this.at(t, _vector$a)); -+ -+ recast( t ) { -+ -+ this.origin.copy( this.at( t, _vector$a ) ); -+ - return this; -+ - } -- closestPointToPoint(point, target) { -- target.subVectors(point, this.origin); -- const directionDistance = target.dot(this.direction); -- if (directionDistance < 0) { -- return target.copy(this.origin); -+ -+ closestPointToPoint( point, target ) { -+ -+ target.subVectors( point, this.origin ); -+ -+ const directionDistance = target.dot( this.direction ); -+ -+ if ( directionDistance < 0 ) { -+ -+ return target.copy( this.origin ); -+ - } -- return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); -+ -+ return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); -+ - } -- distanceToPoint(point) { -- return Math.sqrt(this.distanceSqToPoint(point)); -+ -+ distanceToPoint( point ) { -+ -+ return Math.sqrt( this.distanceSqToPoint( point ) ); -+ - } -- distanceSqToPoint(point) { -- const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); -+ -+ distanceSqToPoint( point ) { -+ -+ const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); - - // point behind the ray - -- if (directionDistance < 0) { -- return this.origin.distanceToSquared(point); -+ if ( directionDistance < 0 ) { -+ -+ return this.origin.distanceToSquared( point ); -+ - } -- _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); -- return _vector$a.distanceToSquared(point); -+ -+ _vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); -+ -+ return _vector$a.distanceToSquared( point ); -+ - } -- distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) { -+ -+ distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { -+ - // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 -@@ -3885,89 +5855,126 @@ - // - The closest point on the ray - // - The closest point on the segment - -- _segCenter.copy(v0).add(v1).multiplyScalar(0.5); -- _segDir.copy(v1).sub(v0).normalize(); -- _diff.copy(this.origin).sub(_segCenter); -- const segExtent = v0.distanceTo(v1) * 0.5; -- const a01 = -this.direction.dot(_segDir); -- const b0 = _diff.dot(this.direction); -- const b1 = -_diff.dot(_segDir); -+ _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); -+ _segDir.copy( v1 ).sub( v0 ).normalize(); -+ _diff.copy( this.origin ).sub( _segCenter ); -+ -+ const segExtent = v0.distanceTo( v1 ) * 0.5; -+ const a01 = - this.direction.dot( _segDir ); -+ const b0 = _diff.dot( this.direction ); -+ const b1 = - _diff.dot( _segDir ); - const c = _diff.lengthSq(); -- const det = Math.abs(1 - a01 * a01); -+ const det = Math.abs( 1 - a01 * a01 ); - let s0, s1, sqrDist, extDet; -- if (det > 0) { -+ -+ 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) { -+ -+ if ( s0 >= 0 ) { -+ -+ if ( s1 >= - extDet ) { -+ -+ if ( s1 <= extDet ) { -+ - // region 0 - // Minimum at interior points of ray and segment. - - const invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; -- sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c; -+ 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; -+ 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; -+ s1 = - segExtent; -+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); -+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; -+ - } -+ - } else { -- if (s1 <= -extDet) { -+ -+ 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) { -+ 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; -+ 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; -+ 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; -+ 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 ( optionalPointOnRay ) { -+ -+ optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); -+ - } -- if (optionalPointOnSegment) { -- optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter); -+ -+ if ( optionalPointOnSegment ) { -+ -+ optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); -+ - } -+ - return sqrDist; -+ - } -- intersectSphere(sphere, target) { -- _vector$a.subVectors(sphere.center, this.origin); -- const tca = _vector$a.dot(this.direction); -- const d2 = _vector$a.dot(_vector$a) - tca * tca; -+ -+ intersectSphere( sphere, target ) { -+ -+ _vector$a.subVectors( sphere.center, this.origin ); -+ const tca = _vector$a.dot( this.direction ); -+ const d2 = _vector$a.dot( _vector$a ) - tca * tca; - const radius2 = sphere.radius * sphere.radius; -- if (d2 > radius2) return null; -- const thc = Math.sqrt(radius2 - d2); -+ -+ if ( d2 > radius2 ) return null; -+ -+ const thc = Math.sqrt( radius2 - d2 ); - - // t0 = first intersect point - entrance on front of sphere - const t0 = tca - thc; -@@ -3976,1102 +5983,1553 @@ - const t1 = tca + thc; - - // test to see if both t0 and t1 are behind the ray - if so, return null -- if (t0 < 0 && t1 < 0) return null; -+ 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); -+ if ( t0 < 0 ) return this.at( t1, target ); - - // else t0 is in front of the ray, so return the first collision point scaled by t0 -- return this.at(t0, target); -- } -- intersectsSphere(sphere) { -- return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius; -+ return this.at( t0, target ); -+ - } -- distanceToPlane(plane) { -- const denominator = plane.normal.dot(this.direction); -- if (denominator === 0) { -+ -+ intersectsSphere( sphere ) { -+ -+ return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); -+ -+ } -+ -+ distanceToPlane( plane ) { -+ -+ const denominator = plane.normal.dot( this.direction ); -+ -+ if ( denominator === 0 ) { -+ - // line is coplanar, return origin -- if (plane.distanceToPoint(this.origin) === 0) { -+ if ( plane.distanceToPoint( this.origin ) === 0 ) { -+ - return 0; -+ - } - - // Null is preferable to undefined since undefined means.... it is undefined - - return null; -+ - } -- const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; -+ -+ const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - - // Return if the ray never intersects the plane - - return t >= 0 ? t : null; -+ - } -- intersectPlane(plane, target) { -- const t = this.distanceToPlane(plane); -- if (t === null) { -+ -+ intersectPlane( plane, target ) { -+ -+ const t = this.distanceToPlane( plane ); -+ -+ if ( t === null ) { -+ - return null; -+ - } -- return this.at(t, target); -+ -+ return this.at( t, target ); -+ - } -- intersectsPlane(plane) { -+ -+ intersectsPlane( plane ) { -+ - // check if the ray lies on the plane first - -- const distToPoint = plane.distanceToPoint(this.origin); -- if (distToPoint === 0) { -+ const distToPoint = plane.distanceToPoint( this.origin ); -+ -+ if ( distToPoint === 0 ) { -+ - return true; -+ - } -- const denominator = plane.normal.dot(this.direction); -- if (denominator * distToPoint < 0) { -+ -+ const denominator = plane.normal.dot( this.direction ); -+ -+ if ( denominator * distToPoint < 0 ) { -+ - return true; -+ - } - - // ray origin is behind the plane (and is pointing behind it) - - return false; -+ - } -- intersectBox(box, target) { -+ -+ intersectBox( box, target ) { -+ - let tmin, tmax, tymin, tymax, tzmin, tzmax; -+ - const invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; -+ - const origin = this.origin; -- if (invdirx >= 0) { -- tmin = (box.min.x - origin.x) * invdirx; -- tmax = (box.max.x - origin.x) * invdirx; -+ -+ 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; -+ -+ 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; -+ -+ 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; -- if (tymin > tmin || isNaN(tmin)) tmin = tymin; -- if (tymax < tmax || isNaN(tmax)) tmax = tymax; -- if (invdirz >= 0) { -- tzmin = (box.min.z - origin.z) * invdirz; -- tzmax = (box.max.z - origin.z) * invdirz; -+ -+ tymin = ( box.max.y - origin.y ) * invdiry; -+ tymax = ( box.min.y - origin.y ) * invdiry; -+ -+ } -+ -+ if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; -+ -+ if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin; -+ -+ if ( tymax < tmax || isNaN( 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; -+ -+ 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; -+ -+ 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); -+ if ( tmax < 0 ) return null; -+ -+ return this.at( tmin >= 0 ? tmin : tmax, target ); -+ - } -- intersectsBox(box) { -- return this.intersectBox(box, _vector$a) !== null; -+ -+ intersectsBox( box ) { -+ -+ return this.intersectBox( box, _vector$a ) !== null; -+ - } -- intersectTriangle(a, b, c, backfaceCulling, target) { -+ -+ intersectTriangle( a, b, c, backfaceCulling, target ) { -+ - // Compute the offset origin, edges, and normal. - - // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - -- _edge1.subVectors(b, a); -- _edge2.subVectors(c, a); -- _normal$1.crossVectors(_edge1, _edge2); -+ _edge1.subVectors( b, a ); -+ _edge2.subVectors( c, a ); -+ _normal$1.crossVectors( _edge1, _edge2 ); - - // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by -- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) -- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) -- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) -- let DdN = this.direction.dot(_normal$1); -+ // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) -+ // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) -+ // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) -+ let DdN = this.direction.dot( _normal$1 ); - let sign; -- if (DdN > 0) { -- if (backfaceCulling) return null; -+ -+ if ( DdN > 0 ) { -+ -+ if ( backfaceCulling ) return null; - sign = 1; -- } else if (DdN < 0) { -- sign = -1; -- DdN = -DdN; -+ -+ } else if ( DdN < 0 ) { -+ -+ sign = - 1; -+ DdN = - DdN; -+ - } else { -+ - return null; -+ - } -- _diff.subVectors(this.origin, a); -- const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); -+ -+ _diff.subVectors( this.origin, a ); -+ const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); - - // b1 < 0, no intersection -- if (DdQxE2 < 0) { -+ if ( DdQxE2 < 0 ) { -+ - return null; -+ - } -- const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); -+ -+ const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); - - // b2 < 0, no intersection -- if (DdE1xQ < 0) { -+ if ( DdE1xQ < 0 ) { -+ - return null; -+ - } - - // b1+b2 > 1, no intersection -- if (DdQxE2 + DdE1xQ > DdN) { -+ if ( DdQxE2 + DdE1xQ > DdN ) { -+ - return null; -+ - } - - // Line intersects triangle, check if ray does. -- const QdN = -sign * _diff.dot(_normal$1); -+ const QdN = - sign * _diff.dot( _normal$1 ); - - // t < 0, no intersection -- if (QdN < 0) { -+ if ( QdN < 0 ) { -+ - return null; -+ - } - - // Ray intersects triangle. -- return this.at(QdN / DdN, target); -+ return this.at( QdN / DdN, target ); -+ - } -- applyMatrix4(matrix4) { -- this.origin.applyMatrix4(matrix4); -- this.direction.transformDirection(matrix4); -+ -+ applyMatrix4( matrix4 ) { -+ -+ this.origin.applyMatrix4( matrix4 ); -+ this.direction.transformDirection( matrix4 ); -+ - return this; -+ - } -- equals(ray) { -- return ray.origin.equals(this.origin) && ray.direction.equals(this.direction); -+ -+ equals( ray ) { -+ -+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - class Matrix4 { -+ - constructor() { -+ - Matrix4.prototype.isMatrix4 = true; -- this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; -+ -+ this.elements = [ -+ -+ 1, 0, 0, 0, -+ 0, 1, 0, 0, -+ 0, 0, 1, 0, -+ 0, 0, 0, 1 -+ -+ ]; -+ - } -- set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) { -+ -+ set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { -+ - const te = this.elements; -- te[0] = n11; -- te[4] = n12; -- te[8] = n13; -- te[12] = n14; -- te[1] = n21; -- te[5] = n22; -- te[9] = n23; -- te[13] = n24; -- te[2] = n31; -- te[6] = n32; -- te[10] = n33; -- te[14] = n34; -- te[3] = n41; -- te[7] = n42; -- te[11] = n43; -- te[15] = n44; -+ -+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; -+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; -+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; -+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; -+ - return this; -+ - } -+ - identity() { -- this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); -+ -+ this.set( -+ -+ 1, 0, 0, 0, -+ 0, 1, 0, 0, -+ 0, 0, 1, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -+ - clone() { -- return new Matrix4().fromArray(this.elements); -+ -+ return new Matrix4().fromArray( this.elements ); -+ - } -- copy(m) { -+ -+ copy( m ) { -+ - const te = this.elements; - const me = m.elements; -- te[0] = me[0]; -- te[1] = me[1]; -- te[2] = me[2]; -- te[3] = me[3]; -- te[4] = me[4]; -- te[5] = me[5]; -- te[6] = me[6]; -- te[7] = me[7]; -- te[8] = me[8]; -- te[9] = me[9]; -- te[10] = me[10]; -- te[11] = me[11]; -- te[12] = me[12]; -- te[13] = me[13]; -- te[14] = me[14]; -- te[15] = me[15]; -- return this; -- } -- copyPosition(m) { -- const te = this.elements, -- me = m.elements; -- te[12] = me[12]; -- te[13] = me[13]; -- te[14] = me[14]; -+ -+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; -+ te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; -+ te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; -+ te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; -+ -+ return this; -+ -+ } -+ -+ copyPosition( m ) { -+ -+ const te = this.elements, me = m.elements; -+ -+ te[ 12 ] = me[ 12 ]; -+ te[ 13 ] = me[ 13 ]; -+ te[ 14 ] = me[ 14 ]; -+ - return this; -+ - } -- setFromMatrix3(m) { -+ -+ setFromMatrix3( m ) { -+ - const me = m.elements; -- this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1); -+ -+ this.set( -+ -+ me[ 0 ], me[ 3 ], me[ 6 ], 0, -+ me[ 1 ], me[ 4 ], me[ 7 ], 0, -+ me[ 2 ], me[ 5 ], me[ 8 ], 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- extractBasis(xAxis, yAxis, zAxis) { -- xAxis.setFromMatrixColumn(this, 0); -- yAxis.setFromMatrixColumn(this, 1); -- zAxis.setFromMatrixColumn(this, 2); -+ -+ extractBasis( xAxis, yAxis, zAxis ) { -+ -+ xAxis.setFromMatrixColumn( this, 0 ); -+ yAxis.setFromMatrixColumn( this, 1 ); -+ zAxis.setFromMatrixColumn( this, 2 ); -+ - return this; -+ - } -- makeBasis(xAxis, yAxis, zAxis) { -- this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1); -+ -+ makeBasis( xAxis, yAxis, zAxis ) { -+ -+ this.set( -+ xAxis.x, yAxis.x, zAxis.x, 0, -+ xAxis.y, yAxis.y, zAxis.y, 0, -+ xAxis.z, yAxis.z, zAxis.z, 0, -+ 0, 0, 0, 1 -+ ); -+ - return this; -+ - } -- extractRotation(m) { -+ -+ extractRotation( m ) { -+ - // this method does not support reflection matrices - - const te = this.elements; - const me = m.elements; -- const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length(); -- const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length(); -- const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length(); -- te[0] = me[0] * scaleX; -- te[1] = me[1] * scaleX; -- te[2] = me[2] * scaleX; -- te[3] = 0; -- te[4] = me[4] * scaleY; -- te[5] = me[5] * scaleY; -- te[6] = me[6] * scaleY; -- te[7] = 0; -- te[8] = me[8] * scaleZ; -- te[9] = me[9] * scaleZ; -- te[10] = me[10] * scaleZ; -- te[11] = 0; -- te[12] = 0; -- te[13] = 0; -- te[14] = 0; -- te[15] = 1; -- return this; -- } -- makeRotationFromEuler(euler) { -+ -+ const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); -+ const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); -+ const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); -+ -+ te[ 0 ] = me[ 0 ] * scaleX; -+ te[ 1 ] = me[ 1 ] * scaleX; -+ te[ 2 ] = me[ 2 ] * scaleX; -+ te[ 3 ] = 0; -+ -+ te[ 4 ] = me[ 4 ] * scaleY; -+ te[ 5 ] = me[ 5 ] * scaleY; -+ te[ 6 ] = me[ 6 ] * scaleY; -+ te[ 7 ] = 0; -+ -+ te[ 8 ] = me[ 8 ] * scaleZ; -+ te[ 9 ] = me[ 9 ] * scaleZ; -+ te[ 10 ] = me[ 10 ] * scaleZ; -+ te[ 11 ] = 0; -+ -+ te[ 12 ] = 0; -+ te[ 13 ] = 0; -+ te[ 14 ] = 0; -+ te[ 15 ] = 1; -+ -+ return this; -+ -+ } -+ -+ makeRotationFromEuler( euler ) { -+ - const te = this.elements; -- const x = euler.x, -- y = euler.y, -- z = euler.z; -- const a = Math.cos(x), -- b = Math.sin(x); -- const c = Math.cos(y), -- d = Math.sin(y); -- const e = Math.cos(z), -- f = Math.sin(z); -- if (euler.order === 'XYZ') { -- const ae = a * e, -- af = a * f, -- be = b * e, -- bf = b * f; -- te[0] = c * e; -- te[4] = -c * f; -- te[8] = d; -- te[1] = af + be * d; -- te[5] = ae - bf * d; -- te[9] = -b * c; -- te[2] = bf - ae * d; -- te[6] = be + af * d; -- te[10] = a * c; -- } else if (euler.order === 'YXZ') { -- const ce = c * e, -- cf = c * f, -- de = d * e, -- df = d * f; -- te[0] = ce + df * b; -- te[4] = de * b - cf; -- te[8] = a * d; -- te[1] = a * f; -- te[5] = a * e; -- te[9] = -b; -- te[2] = cf * b - de; -- te[6] = df + ce * b; -- te[10] = a * c; -- } else if (euler.order === 'ZXY') { -- const ce = c * e, -- cf = c * f, -- de = d * e, -- df = d * f; -- te[0] = ce - df * b; -- te[4] = -a * f; -- te[8] = de + cf * b; -- te[1] = cf + de * b; -- te[5] = a * e; -- te[9] = df - ce * b; -- te[2] = -a * d; -- te[6] = b; -- te[10] = a * c; -- } else if (euler.order === 'ZYX') { -- const ae = a * e, -- af = a * f, -- be = b * e, -- bf = b * f; -- te[0] = c * e; -- te[4] = be * d - af; -- te[8] = ae * d + bf; -- te[1] = c * f; -- te[5] = bf * d + ae; -- te[9] = af * d - be; -- te[2] = -d; -- te[6] = b * c; -- te[10] = a * c; -- } else if (euler.order === 'YZX') { -- const ac = a * c, -- ad = a * d, -- bc = b * c, -- bd = b * d; -- te[0] = c * e; -- te[4] = bd - ac * f; -- te[8] = bc * f + ad; -- te[1] = f; -- te[5] = a * e; -- te[9] = -b * e; -- te[2] = -d * e; -- te[6] = ad * f + bc; -- te[10] = ac - bd * f; -- } else if (euler.order === 'XZY') { -- const ac = a * c, -- ad = a * d, -- bc = b * c, -- bd = b * d; -- te[0] = c * e; -- te[4] = -f; -- te[8] = d * e; -- te[1] = ac * f + bd; -- te[5] = a * e; -- te[9] = ad * f - bc; -- te[2] = bc * f - ad; -- te[6] = b * e; -- te[10] = bd * f + ac; -+ -+ const x = euler.x, y = euler.y, z = euler.z; -+ const a = Math.cos( x ), b = Math.sin( x ); -+ const c = Math.cos( y ), d = Math.sin( y ); -+ const e = Math.cos( z ), f = Math.sin( z ); -+ -+ if ( euler.order === 'XYZ' ) { -+ -+ const ae = a * e, af = a * f, be = b * e, bf = b * f; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = - c * f; -+ te[ 8 ] = d; -+ -+ te[ 1 ] = af + be * d; -+ te[ 5 ] = ae - bf * d; -+ te[ 9 ] = - b * c; -+ -+ te[ 2 ] = bf - ae * d; -+ te[ 6 ] = be + af * d; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'YXZ' ) { -+ -+ const ce = c * e, cf = c * f, de = d * e, df = d * f; -+ -+ te[ 0 ] = ce + df * b; -+ te[ 4 ] = de * b - cf; -+ te[ 8 ] = a * d; -+ -+ te[ 1 ] = a * f; -+ te[ 5 ] = a * e; -+ te[ 9 ] = - b; -+ -+ te[ 2 ] = cf * b - de; -+ te[ 6 ] = df + ce * b; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'ZXY' ) { -+ -+ const ce = c * e, cf = c * f, de = d * e, df = d * f; -+ -+ te[ 0 ] = ce - df * b; -+ te[ 4 ] = - a * f; -+ te[ 8 ] = de + cf * b; -+ -+ te[ 1 ] = cf + de * b; -+ te[ 5 ] = a * e; -+ te[ 9 ] = df - ce * b; -+ -+ te[ 2 ] = - a * d; -+ te[ 6 ] = b; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'ZYX' ) { -+ -+ const ae = a * e, af = a * f, be = b * e, bf = b * f; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = be * d - af; -+ te[ 8 ] = ae * d + bf; -+ -+ te[ 1 ] = c * f; -+ te[ 5 ] = bf * d + ae; -+ te[ 9 ] = af * d - be; -+ -+ te[ 2 ] = - d; -+ te[ 6 ] = b * c; -+ te[ 10 ] = a * c; -+ -+ } else if ( euler.order === 'YZX' ) { -+ -+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = bd - ac * f; -+ te[ 8 ] = bc * f + ad; -+ -+ te[ 1 ] = f; -+ te[ 5 ] = a * e; -+ te[ 9 ] = - b * e; -+ -+ te[ 2 ] = - d * e; -+ te[ 6 ] = ad * f + bc; -+ te[ 10 ] = ac - bd * f; -+ -+ } else if ( euler.order === 'XZY' ) { -+ -+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d; -+ -+ te[ 0 ] = c * e; -+ te[ 4 ] = - f; -+ te[ 8 ] = d * e; -+ -+ te[ 1 ] = ac * f + bd; -+ te[ 5 ] = a * e; -+ te[ 9 ] = ad * f - bc; -+ -+ te[ 2 ] = bc * f - ad; -+ te[ 6 ] = b * e; -+ te[ 10 ] = bd * f + ac; -+ - } - - // bottom row -- te[3] = 0; -- te[7] = 0; -- te[11] = 0; -+ te[ 3 ] = 0; -+ te[ 7 ] = 0; -+ te[ 11 ] = 0; - - // last column -- te[12] = 0; -- te[13] = 0; -- te[14] = 0; -- te[15] = 1; -+ te[ 12 ] = 0; -+ te[ 13 ] = 0; -+ te[ 14 ] = 0; -+ te[ 15 ] = 1; -+ - return this; -+ - } -- makeRotationFromQuaternion(q) { -- return this.compose(_zero, q, _one); -+ -+ makeRotationFromQuaternion( q ) { -+ -+ return this.compose( _zero, q, _one ); -+ - } -- lookAt(eye, target, up) { -+ -+ lookAt( eye, target, up ) { -+ - const te = this.elements; -- _z.subVectors(eye, target); -- if (_z.lengthSq() === 0) { -+ -+ _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) { -+ _x.crossVectors( up, _z ); -+ -+ if ( _x.lengthSq() === 0 ) { -+ - // up and z are parallel - -- if (Math.abs(up.z) === 1) { -+ if ( Math.abs( up.z ) === 1 ) { -+ - _z.x += 0.0001; -+ - } else { -+ - _z.z += 0.0001; -+ - } -+ - _z.normalize(); -- _x.crossVectors(up, _z); -+ _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; -+ _y.crossVectors( _z, _x ); -+ -+ te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; -+ te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; -+ te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; -+ - return this; -+ - } -- multiply(m) { -- return this.multiplyMatrices(this, m); -+ -+ multiply( m ) { -+ -+ return this.multiplyMatrices( this, m ); -+ - } -- premultiply(m) { -- return this.multiplyMatrices(m, this); -+ -+ premultiply( m ) { -+ -+ return this.multiplyMatrices( m, this ); -+ - } -- multiplyMatrices(a, b) { -+ -+ multiplyMatrices( a, b ) { -+ - const ae = a.elements; - const be = b.elements; - const te = this.elements; -- const a11 = ae[0], -- a12 = ae[4], -- a13 = ae[8], -- a14 = ae[12]; -- const a21 = ae[1], -- a22 = ae[5], -- a23 = ae[9], -- a24 = ae[13]; -- const a31 = ae[2], -- a32 = ae[6], -- a33 = ae[10], -- a34 = ae[14]; -- const a41 = ae[3], -- a42 = ae[7], -- a43 = ae[11], -- a44 = ae[15]; -- const b11 = be[0], -- b12 = be[4], -- b13 = be[8], -- b14 = be[12]; -- const b21 = be[1], -- b22 = be[5], -- b23 = be[9], -- b24 = be[13]; -- const b31 = be[2], -- b32 = be[6], -- b33 = be[10], -- b34 = be[14]; -- const b41 = be[3], -- b42 = be[7], -- b43 = be[11], -- b44 = be[15]; -- te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; -- te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; -- te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; -- te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; -- te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; -- te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; -- te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; -- te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; -- te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; -- te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; -- te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; -- te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; -- te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; -- te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; -- te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; -- te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; -- return this; -- } -- multiplyScalar(s) { -+ -+ const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; -+ const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; -+ const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; -+ const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; -+ -+ const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; -+ const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; -+ const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; -+ const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; -+ -+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; -+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; -+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; -+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; -+ -+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; -+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; -+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; -+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; -+ -+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; -+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; -+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; -+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; -+ -+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; -+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; -+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; -+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; -+ -+ return this; -+ -+ } -+ -+ multiplyScalar( s ) { -+ - const te = this.elements; -- te[0] *= s; -- te[4] *= s; -- te[8] *= s; -- te[12] *= s; -- te[1] *= s; -- te[5] *= s; -- te[9] *= s; -- te[13] *= s; -- te[2] *= s; -- te[6] *= s; -- te[10] *= s; -- te[14] *= s; -- te[3] *= s; -- te[7] *= s; -- te[11] *= s; -- te[15] *= s; -+ -+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; -+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; -+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; -+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; -+ - return this; -+ - } -+ - determinant() { -+ - const te = this.elements; -- const n11 = te[0], -- n12 = te[4], -- n13 = te[8], -- n14 = te[12]; -- const n21 = te[1], -- n22 = te[5], -- n23 = te[9], -- n24 = te[13]; -- const n31 = te[2], -- n32 = te[6], -- n33 = te[10], -- n34 = te[14]; -- const n41 = te[3], -- n42 = te[7], -- n43 = te[11], -- n44 = te[15]; -+ -+ const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; -+ const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; -+ const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; -+ const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - -- return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31); -+ return ( -+ n41 * ( -+ + n14 * n23 * n32 -+ - n13 * n24 * n32 -+ - n14 * n22 * n33 -+ + n12 * n24 * n33 -+ + n13 * n22 * n34 -+ - n12 * n23 * n34 -+ ) + -+ n42 * ( -+ + n11 * n23 * n34 -+ - n11 * n24 * n33 -+ + n14 * n21 * n33 -+ - n13 * n21 * n34 -+ + n13 * n24 * n31 -+ - n14 * n23 * n31 -+ ) + -+ n43 * ( -+ + n11 * n24 * n32 -+ - n11 * n22 * n34 -+ - n14 * n21 * n32 -+ + n12 * n21 * n34 -+ + n14 * n22 * n31 -+ - n12 * n24 * n31 -+ ) + -+ n44 * ( -+ - n13 * n22 * n31 -+ - n11 * n23 * n32 -+ + n11 * n22 * n33 -+ + n13 * n21 * n32 -+ - n12 * n21 * n33 -+ + n12 * n23 * n31 -+ ) -+ -+ ); -+ - } -+ - transpose() { -+ - const te = this.elements; - let tmp; -- tmp = te[1]; -- te[1] = te[4]; -- te[4] = tmp; -- tmp = te[2]; -- te[2] = te[8]; -- te[8] = tmp; -- tmp = te[6]; -- te[6] = te[9]; -- te[9] = tmp; -- tmp = te[3]; -- te[3] = te[12]; -- te[12] = tmp; -- tmp = te[7]; -- te[7] = te[13]; -- te[13] = tmp; -- tmp = te[11]; -- te[11] = te[14]; -- te[14] = tmp; -- return this; -- } -- setPosition(x, y, z) { -+ -+ tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; -+ tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; -+ tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; -+ -+ tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; -+ tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; -+ tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; -+ -+ return this; -+ -+ } -+ -+ setPosition( x, y, z ) { -+ - const te = this.elements; -- if (x.isVector3) { -- te[12] = x.x; -- te[13] = x.y; -- te[14] = x.z; -+ -+ 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; -+ -+ te[ 12 ] = x; -+ te[ 13 ] = y; -+ te[ 14 ] = z; -+ - } -+ - return this; -+ - } -+ - invert() { -+ - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - const te = this.elements, -- n11 = te[0], -- n21 = te[1], -- n31 = te[2], -- n41 = te[3], -- n12 = te[4], -- n22 = te[5], -- n32 = te[6], -- n42 = te[7], -- n13 = te[8], -- n23 = te[9], -- n33 = te[10], -- n43 = te[11], -- n14 = te[12], -- n24 = te[13], -- n34 = te[14], -- n44 = te[15], -- t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, -+ -+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], -+ n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], -+ n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], -+ n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], -+ -+ t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; -+ - const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; -- if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); -+ -+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); -+ - const detInv = 1 / det; -- te[0] = t11 * detInv; -- te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv; -- te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv; -- te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv; -- te[4] = t12 * detInv; -- te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv; -- te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv; -- te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv; -- te[8] = t13 * detInv; -- te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv; -- te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv; -- te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv; -- te[12] = t14 * detInv; -- te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv; -- te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv; -- te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv; -- return this; -- } -- scale(v) { -+ -+ te[ 0 ] = t11 * detInv; -+ te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; -+ te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; -+ te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; -+ -+ te[ 4 ] = t12 * detInv; -+ te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; -+ te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; -+ te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; -+ -+ te[ 8 ] = t13 * detInv; -+ te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; -+ te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; -+ te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; -+ -+ te[ 12 ] = t14 * detInv; -+ te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; -+ te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; -+ te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; -+ -+ return this; -+ -+ } -+ -+ scale( v ) { -+ - const te = this.elements; -- const x = v.x, -- y = v.y, -- z = v.z; -- te[0] *= x; -- te[4] *= y; -- te[8] *= z; -- te[1] *= x; -- te[5] *= y; -- te[9] *= z; -- te[2] *= x; -- te[6] *= y; -- te[10] *= z; -- te[3] *= x; -- te[7] *= y; -- te[11] *= z; -+ const x = v.x, y = v.y, z = v.z; -+ -+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; -+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; -+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; -+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; -+ - return this; -+ - } -+ - getMaxScaleOnAxis() { -+ - const te = this.elements; -- const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; -- const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; -- const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; -- return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq)); -+ -+ const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; -+ const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; -+ const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; -+ -+ return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); -+ - } -- makeTranslation(x, y, z) { -- this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1); -+ -+ makeTranslation( x, y, z ) { -+ -+ this.set( -+ -+ 1, 0, 0, x, -+ 0, 1, 0, y, -+ 0, 0, 1, z, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationX(theta) { -- const c = Math.cos(theta), -- s = Math.sin(theta); -- this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1); -+ -+ makeRotationX( theta ) { -+ -+ const c = Math.cos( theta ), s = Math.sin( theta ); -+ -+ this.set( -+ -+ 1, 0, 0, 0, -+ 0, c, - s, 0, -+ 0, s, c, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationY(theta) { -- const c = Math.cos(theta), -- s = Math.sin(theta); -- this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1); -+ -+ makeRotationY( theta ) { -+ -+ const c = Math.cos( theta ), s = Math.sin( theta ); -+ -+ this.set( -+ -+ c, 0, s, 0, -+ 0, 1, 0, 0, -+ - s, 0, c, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationZ(theta) { -- const c = Math.cos(theta), -- s = Math.sin(theta); -- this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); -+ -+ makeRotationZ( theta ) { -+ -+ const c = Math.cos( theta ), s = Math.sin( theta ); -+ -+ this.set( -+ -+ c, - s, 0, 0, -+ s, c, 0, 0, -+ 0, 0, 1, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeRotationAxis(axis, angle) { -+ -+ makeRotationAxis( axis, angle ) { -+ - // Based on http://www.gamedev.net/reference/articles/article1199.asp - -- const c = Math.cos(angle); -- const s = Math.sin(angle); -+ const c = Math.cos( angle ); -+ const s = Math.sin( angle ); - const t = 1 - c; -- const x = axis.x, -- y = axis.y, -- z = axis.z; -- const tx = t * x, -- ty = t * y; -- this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1); -+ const x = axis.x, y = axis.y, z = axis.z; -+ const tx = t * x, ty = t * y; -+ -+ this.set( -+ -+ tx * x + c, tx * y - s * z, tx * z + s * y, 0, -+ tx * y + s * z, ty * y + c, ty * z - s * x, 0, -+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeScale(x, y, z) { -- this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1); -+ -+ makeScale( x, y, z ) { -+ -+ this.set( -+ -+ x, 0, 0, 0, -+ 0, y, 0, 0, -+ 0, 0, z, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- makeShear(xy, xz, yx, yz, zx, zy) { -- this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1); -+ -+ makeShear( xy, xz, yx, yz, zx, zy ) { -+ -+ this.set( -+ -+ 1, yx, zx, 0, -+ xy, 1, zy, 0, -+ xz, yz, 1, 0, -+ 0, 0, 0, 1 -+ -+ ); -+ - return this; -+ - } -- compose(position, quaternion, scale) { -+ -+ compose( position, quaternion, scale ) { -+ - const te = this.elements; -- const x = quaternion._x, -- y = quaternion._y, -- z = quaternion._z, -- w = quaternion._w; -- const x2 = x + x, -- y2 = y + y, -- z2 = z + z; -- const xx = x * x2, -- xy = x * y2, -- xz = x * z2; -- const yy = y * y2, -- yz = y * z2, -- zz = z * z2; -- const wx = w * x2, -- wy = w * y2, -- wz = w * z2; -- const sx = scale.x, -- sy = scale.y, -- sz = scale.z; -- te[0] = (1 - (yy + zz)) * sx; -- te[1] = (xy + wz) * sx; -- te[2] = (xz - wy) * sx; -- te[3] = 0; -- te[4] = (xy - wz) * sy; -- te[5] = (1 - (xx + zz)) * sy; -- te[6] = (yz + wx) * sy; -- te[7] = 0; -- te[8] = (xz + wy) * sz; -- te[9] = (yz - wx) * sz; -- te[10] = (1 - (xx + yy)) * sz; -- te[11] = 0; -- te[12] = position.x; -- te[13] = position.y; -- te[14] = position.z; -- te[15] = 1; -- return this; -- } -- decompose(position, quaternion, scale) { -+ -+ const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; -+ const x2 = x + x, y2 = y + y, z2 = z + z; -+ const xx = x * x2, xy = x * y2, xz = x * z2; -+ const yy = y * y2, yz = y * z2, zz = z * z2; -+ const wx = w * x2, wy = w * y2, wz = w * z2; -+ -+ const sx = scale.x, sy = scale.y, sz = scale.z; -+ -+ te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; -+ te[ 1 ] = ( xy + wz ) * sx; -+ te[ 2 ] = ( xz - wy ) * sx; -+ te[ 3 ] = 0; -+ -+ te[ 4 ] = ( xy - wz ) * sy; -+ te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; -+ te[ 6 ] = ( yz + wx ) * sy; -+ te[ 7 ] = 0; -+ -+ te[ 8 ] = ( xz + wy ) * sz; -+ te[ 9 ] = ( yz - wx ) * sz; -+ te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; -+ te[ 11 ] = 0; -+ -+ te[ 12 ] = position.x; -+ te[ 13 ] = position.y; -+ te[ 14 ] = position.z; -+ te[ 15 ] = 1; -+ -+ return this; -+ -+ } -+ -+ decompose( position, quaternion, scale ) { -+ - const te = this.elements; -- let sx = _v1$5.set(te[0], te[1], te[2]).length(); -- const sy = _v1$5.set(te[4], te[5], te[6]).length(); -- const sz = _v1$5.set(te[8], te[9], te[10]).length(); -+ -+ let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); -+ const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); -+ const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - - // if determine is negative, we need to invert one scale - const det = this.determinant(); -- if (det < 0) sx = -sx; -- position.x = te[12]; -- position.y = te[13]; -- position.z = te[14]; -+ if ( det < 0 ) sx = - sx; -+ -+ position.x = te[ 12 ]; -+ position.y = te[ 13 ]; -+ position.z = te[ 14 ]; - - // scale the rotation part -- _m1$2.copy(this); -+ _m1$2.copy( this ); -+ - const invSX = 1 / sx; - const invSY = 1 / sy; - const invSZ = 1 / sz; -- _m1$2.elements[0] *= invSX; -- _m1$2.elements[1] *= invSX; -- _m1$2.elements[2] *= invSX; -- _m1$2.elements[4] *= invSY; -- _m1$2.elements[5] *= invSY; -- _m1$2.elements[6] *= invSY; -- _m1$2.elements[8] *= invSZ; -- _m1$2.elements[9] *= invSZ; -- _m1$2.elements[10] *= invSZ; -- quaternion.setFromRotationMatrix(_m1$2); -+ -+ _m1$2.elements[ 0 ] *= invSX; -+ _m1$2.elements[ 1 ] *= invSX; -+ _m1$2.elements[ 2 ] *= invSX; -+ -+ _m1$2.elements[ 4 ] *= invSY; -+ _m1$2.elements[ 5 ] *= invSY; -+ _m1$2.elements[ 6 ] *= invSY; -+ -+ _m1$2.elements[ 8 ] *= invSZ; -+ _m1$2.elements[ 9 ] *= invSZ; -+ _m1$2.elements[ 10 ] *= invSZ; -+ -+ quaternion.setFromRotationMatrix( _m1$2 ); -+ - scale.x = sx; - scale.y = sy; - scale.z = sz; -+ - return this; -+ - } -- makePerspective(left, right, top, bottom, near, far) { -+ -+ makePerspective( left, right, top, bottom, near, far ) { -+ - const te = this.elements; -- const x = 2 * near / (right - left); -- const y = 2 * near / (top - bottom); -- const a = (right + left) / (right - left); -- const b = (top + bottom) / (top - bottom); -- const c = -(far + near) / (far - near); -- const d = -2 * far * near / (far - near); -- te[0] = x; -- te[4] = 0; -- te[8] = a; -- te[12] = 0; -- te[1] = 0; -- te[5] = y; -- te[9] = b; -- te[13] = 0; -- te[2] = 0; -- te[6] = 0; -- te[10] = c; -- te[14] = d; -- te[3] = 0; -- te[7] = 0; -- te[11] = -1; -- te[15] = 0; -- return this; -- } -- makeOrthographic(left, right, top, bottom, near, far) { -+ const x = 2 * near / ( right - left ); -+ const y = 2 * near / ( top - bottom ); -+ -+ const a = ( right + left ) / ( right - left ); -+ const b = ( top + bottom ) / ( top - bottom ); -+ const c = - ( far + near ) / ( far - near ); -+ const d = - 2 * far * near / ( far - near ); -+ -+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; -+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; -+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; -+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; -+ -+ return this; -+ -+ } -+ -+ makeOrthographic( left, right, top, bottom, near, far ) { -+ - const te = this.elements; -- const w = 1.0 / (right - left); -- const h = 1.0 / (top - bottom); -- const p = 1.0 / (far - near); -- const x = (right + left) * w; -- const y = (top + bottom) * h; -- const z = (far + near) * p; -- te[0] = 2 * w; -- te[4] = 0; -- te[8] = 0; -- te[12] = -x; -- te[1] = 0; -- te[5] = 2 * h; -- te[9] = 0; -- te[13] = -y; -- te[2] = 0; -- te[6] = 0; -- te[10] = -2 * p; -- te[14] = -z; -- te[3] = 0; -- te[7] = 0; -- te[11] = 0; -- te[15] = 1; -- return this; -- } -- equals(matrix) { -+ const w = 1.0 / ( right - left ); -+ const h = 1.0 / ( top - bottom ); -+ const p = 1.0 / ( far - near ); -+ -+ const x = ( right + left ) * w; -+ const y = ( top + bottom ) * h; -+ const z = ( far + near ) * p; -+ -+ te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; -+ te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; -+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; -+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; -+ -+ return this; -+ -+ } -+ -+ equals( matrix ) { -+ - const te = this.elements; - const me = matrix.elements; -- for (let i = 0; i < 16; i++) { -- if (te[i] !== me[i]) return false; -+ -+ for ( let i = 0; i < 16; i ++ ) { -+ -+ if ( te[ i ] !== me[ i ] ) return false; -+ - } -+ - return true; -+ - } -- fromArray(array, offset = 0) { -- for (let i = 0; i < 16; i++) { -- this.elements[i] = array[i + offset]; -+ -+ fromArray( array, offset = 0 ) { -+ -+ for ( let i = 0; i < 16; i ++ ) { -+ -+ this.elements[ i ] = array[ i + offset ]; -+ - } -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -+ -+ toArray( array = [], offset = 0 ) { -+ - const te = this.elements; -- array[offset] = te[0]; -- array[offset + 1] = te[1]; -- array[offset + 2] = te[2]; -- array[offset + 3] = te[3]; -- array[offset + 4] = te[4]; -- array[offset + 5] = te[5]; -- array[offset + 6] = te[6]; -- array[offset + 7] = te[7]; -- array[offset + 8] = te[8]; -- array[offset + 9] = te[9]; -- array[offset + 10] = te[10]; -- array[offset + 11] = te[11]; -- array[offset + 12] = te[12]; -- array[offset + 13] = te[13]; -- array[offset + 14] = te[14]; -- array[offset + 15] = te[15]; -+ -+ 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; -+ - } -+ - } -- const _v1$5 = /*@__PURE__*/new Vector3(); -- const _m1$2 = /*@__PURE__*/new Matrix4(); -- const _zero = /*@__PURE__*/new Vector3(0, 0, 0); -- const _one = /*@__PURE__*/new Vector3(1, 1, 1); -- const _x = /*@__PURE__*/new Vector3(); -- const _y = /*@__PURE__*/new Vector3(); -- const _z = /*@__PURE__*/new Vector3(); - -- const _matrix$1 = /*@__PURE__*/new Matrix4(); -- const _quaternion$3 = /*@__PURE__*/new Quaternion(); -+ const _v1$5 = /*@__PURE__*/ new Vector3(); -+ const _m1$2 = /*@__PURE__*/ new Matrix4(); -+ const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); -+ const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); -+ const _x = /*@__PURE__*/ new Vector3(); -+ const _y = /*@__PURE__*/ new Vector3(); -+ const _z = /*@__PURE__*/ new Vector3(); -+ -+ const _matrix$1 = /*@__PURE__*/ new Matrix4(); -+ const _quaternion$3 = /*@__PURE__*/ new Quaternion(); -+ - class Euler { -- constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) { -+ -+ constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { -+ - this.isEuler = true; -+ - this._x = x; - this._y = y; - this._z = z; - this._order = order; -+ - } -+ - get x() { -+ - return this._x; -+ - } -- set x(value) { -+ -+ set x( value ) { -+ - this._x = value; - this._onChangeCallback(); -+ - } -+ - get y() { -+ - return this._y; -+ - } -- set y(value) { -+ -+ set y( value ) { -+ - this._y = value; - this._onChangeCallback(); -+ - } -+ - get z() { -+ - return this._z; -+ - } -- set z(value) { -+ -+ set z( value ) { -+ - this._z = value; - this._onChangeCallback(); -+ - } -+ - get order() { -+ - return this._order; -+ - } -- set order(value) { -+ -+ set order( value ) { -+ - this._order = value; - this._onChangeCallback(); -+ - } -- set(x, y, z, order = this._order) { -+ -+ set( x, y, z, order = this._order ) { -+ - this._x = x; - this._y = y; - this._z = z; - this._order = order; -+ - this._onChangeCallback(); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this._x, this._y, this._z, this._order); -+ -+ return new this.constructor( this._x, this._y, this._z, this._order ); -+ - } -- copy(euler) { -+ -+ copy( euler ) { -+ - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- setFromRotationMatrix(m, order = this._order, update = true) { -+ -+ setFromRotationMatrix( m, order = this._order, update = true ) { -+ - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements; -- const m11 = te[0], -- m12 = te[4], -- m13 = te[8]; -- const m21 = te[1], -- m22 = te[5], -- m23 = te[9]; -- const m31 = te[2], -- m32 = te[6], -- m33 = te[10]; -- switch (order) { -+ const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; -+ const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; -+ const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; -+ -+ switch ( order ) { -+ - case 'XYZ': -- this._y = Math.asin(clamp(m13, -1, 1)); -- if (Math.abs(m13) < 0.9999999) { -- this._x = Math.atan2(-m23, m33); -- this._z = Math.atan2(-m12, m11); -+ -+ 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._x = Math.atan2( m32, m22 ); - this._z = 0; -+ - } -+ - break; -+ - case 'YXZ': -- this._x = Math.asin(-clamp(m23, -1, 1)); -- if (Math.abs(m23) < 0.9999999) { -- this._y = Math.atan2(m13, m33); -- this._z = Math.atan2(m21, m22); -+ -+ 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._y = Math.atan2( - m31, m11 ); - this._z = 0; -+ - } -+ - break; -+ - case 'ZXY': -- this._x = Math.asin(clamp(m32, -1, 1)); -- if (Math.abs(m32) < 0.9999999) { -- this._y = Math.atan2(-m31, m33); -- this._z = Math.atan2(-m12, m22); -+ -+ 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); -+ this._z = Math.atan2( m21, m11 ); -+ - } -+ - break; -+ - case 'ZYX': -- this._y = Math.asin(-clamp(m31, -1, 1)); -- if (Math.abs(m31) < 0.9999999) { -- this._x = Math.atan2(m32, m33); -- this._z = Math.atan2(m21, m11); -+ -+ 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); -+ this._z = Math.atan2( - m12, m22 ); -+ - } -+ - break; -+ - case 'YZX': -- this._z = Math.asin(clamp(m21, -1, 1)); -- if (Math.abs(m21) < 0.9999999) { -- this._x = Math.atan2(-m23, m22); -- this._y = Math.atan2(-m31, m11); -+ -+ 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); -+ this._y = Math.atan2( m13, m33 ); -+ - } -+ - break; -+ - case 'XZY': -- this._z = Math.asin(-clamp(m12, -1, 1)); -- if (Math.abs(m12) < 0.9999999) { -- this._x = Math.atan2(m32, m22); -- this._y = Math.atan2(m13, m11); -+ -+ 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._x = Math.atan2( - m23, m33 ); - this._y = 0; -+ - } -+ - break; -+ - default: -- console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order); -+ -+ console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); -+ - } -+ - this._order = order; -- if (update === true) this._onChangeCallback(); -+ -+ if ( update === true ) this._onChangeCallback(); -+ - return this; -+ - } -- setFromQuaternion(q, order, update) { -- _matrix$1.makeRotationFromQuaternion(q); -- return this.setFromRotationMatrix(_matrix$1, order, update); -+ -+ setFromQuaternion( q, order, update ) { -+ -+ _matrix$1.makeRotationFromQuaternion( q ); -+ -+ return this.setFromRotationMatrix( _matrix$1, order, update ); -+ - } -- setFromVector3(v, order = this._order) { -- return this.set(v.x, v.y, v.z, order); -+ -+ setFromVector3( v, order = this._order ) { -+ -+ return this.set( v.x, v.y, v.z, order ); -+ - } -- reorder(newOrder) { -+ -+ reorder( newOrder ) { -+ - // WARNING: this discards revolution information -bhouston - -- _quaternion$3.setFromEuler(this); -- return this.setFromQuaternion(_quaternion$3, newOrder); -+ _quaternion$3.setFromEuler( this ); -+ -+ return this.setFromQuaternion( _quaternion$3, newOrder ); -+ - } -- equals(euler) { -- return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order; -+ -+ equals( euler ) { -+ -+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); -+ - } -- fromArray(array) { -- this._x = array[0]; -- this._y = array[1]; -- this._z = array[2]; -- if (array[3] !== undefined) this._order = array[3]; -+ -+ fromArray( array ) { -+ -+ this._x = array[ 0 ]; -+ this._y = array[ 1 ]; -+ this._z = array[ 2 ]; -+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; -+ - this._onChangeCallback(); -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -- array[offset] = this._x; -- array[offset + 1] = this._y; -- array[offset + 2] = this._z; -- array[offset + 3] = this._order; -+ -+ toArray( array = [], offset = 0 ) { -+ -+ array[ offset ] = this._x; -+ array[ offset + 1 ] = this._y; -+ array[ offset + 2 ] = this._z; -+ array[ offset + 3 ] = this._order; -+ - return array; -+ - } -- _onChange(callback) { -+ -+ _onChange( callback ) { -+ - this._onChangeCallback = callback; -+ - return this; -+ - } -+ - _onChangeCallback() {} -- *[Symbol.iterator]() { -+ -+ *[ Symbol.iterator ]() { -+ - yield this._x; - yield this._y; - yield this._z; - yield this._order; -+ - } - - // @deprecated since r138, 02cf0df1cb4575d5842fef9c85bb5a89fe020d53 - - toVector3() { -- console.error('THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead'); -+ -+ console.error( 'THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead' ); -+ - } -+ - } -- Euler.DefaultOrder = 'XYZ'; -- Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX']; -+ -+ Euler.DEFAULT_ORDER = 'XYZ'; - - class Layers { -+ - constructor() { -+ - this.mask = 1 | 0; -+ - } -- set(channel) { -- this.mask = (1 << channel | 0) >>> 0; -+ -+ set( channel ) { -+ -+ this.mask = ( 1 << channel | 0 ) >>> 0; -+ - } -- enable(channel) { -+ -+ enable( channel ) { -+ - this.mask |= 1 << channel | 0; -+ - } -+ - enableAll() { -+ - this.mask = 0xffffffff | 0; -+ - } -- toggle(channel) { -+ -+ toggle( channel ) { -+ - this.mask ^= 1 << channel | 0; -+ - } -- disable(channel) { -- this.mask &= ~(1 << channel | 0); -+ -+ disable( channel ) { -+ -+ this.mask &= ~ ( 1 << channel | 0 ); -+ - } -+ - disableAll() { -+ - this.mask = 0; -+ - } -- test(layers) { -- return (this.mask & layers.mask) !== 0; -+ -+ test( layers ) { -+ -+ return ( this.mask & layers.mask ) !== 0; -+ - } -- isEnabled(channel) { -- return (this.mask & (1 << channel | 0)) !== 0; -+ -+ isEnabled( channel ) { -+ -+ return ( this.mask & ( 1 << channel | 0 ) ) !== 0; -+ - } -+ - } - - let _object3DId = 0; -- const _v1$4 = /*@__PURE__*/new Vector3(); -- const _q1 = /*@__PURE__*/new Quaternion(); -- const _m1$1 = /*@__PURE__*/new Matrix4(); -- const _target = /*@__PURE__*/new Vector3(); -- const _position$3 = /*@__PURE__*/new Vector3(); -- const _scale$2 = /*@__PURE__*/new Vector3(); -- const _quaternion$2 = /*@__PURE__*/new Quaternion(); -- const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0); -- const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0); -- const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1); -- const _addedEvent = { -- type: 'added' -- }; -- const _removedEvent = { -- type: 'removed' -- }; -+ -+ const _v1$4 = /*@__PURE__*/ new Vector3(); -+ const _q1 = /*@__PURE__*/ new Quaternion(); -+ const _m1$1 = /*@__PURE__*/ new Matrix4(); -+ const _target = /*@__PURE__*/ new Vector3(); -+ -+ const _position$3 = /*@__PURE__*/ new Vector3(); -+ const _scale$2 = /*@__PURE__*/ new Vector3(); -+ const _quaternion$2 = /*@__PURE__*/ new Quaternion(); -+ -+ const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 ); -+ const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 ); -+ const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 ); -+ -+ const _addedEvent = { type: 'added' }; -+ const _removedEvent = { type: 'removed' }; -+ - class Object3D extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isObject3D = true; -- Object.defineProperty(this, 'id', { -- value: _object3DId++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: _object3DId ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; - this.type = 'Object3D'; -+ - this.parent = null; - this.children = []; -- this.up = Object3D.DefaultUp.clone(); -+ -+ this.up = Object3D.DEFAULT_UP.clone(); -+ - const position = new Vector3(); - const rotation = new Euler(); - const quaternion = new Quaternion(); -- const scale = new Vector3(1, 1, 1); -+ const scale = new Vector3( 1, 1, 1 ); -+ - function onRotationChange() { -- quaternion.setFromEuler(rotation, false); -+ -+ quaternion.setFromEuler( rotation, false ); -+ - } -+ - function onQuaternionChange() { -- rotation.setFromQuaternion(quaternion, undefined, false); -+ -+ rotation.setFromQuaternion( quaternion, undefined, false ); -+ - } -- rotation._onChange(onRotationChange); -- quaternion._onChange(onQuaternionChange); -- Object.defineProperties(this, { -+ -+ rotation._onChange( onRotationChange ); -+ quaternion._onChange( onQuaternionChange ); -+ -+ Object.defineProperties( this, { - position: { - configurable: true, - enumerable: true, -@@ -5098,324 +7556,594 @@ - normalMatrix: { - value: new Matrix3() - } -- }); -+ } ); -+ - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); -- this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; -+ -+ this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; - this.matrixWorldNeedsUpdate = false; -- this.matrixWorldAutoUpdate = Object3D.DefaultMatrixWorldAutoUpdate; // checked by the renderer -+ -+ this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer - - this.layers = new Layers(); - this.visible = true; -+ - this.castShadow = false; - this.receiveShadow = false; -+ - this.frustumCulled = true; - this.renderOrder = 0; -+ - this.animations = []; -+ - this.userData = {}; -+ - } -- onBeforeRender( /* renderer, scene, camera, geometry, material, group */) {} -- onAfterRender( /* renderer, scene, camera, geometry, material, group */) {} -- applyMatrix4(matrix) { -- if (this.matrixAutoUpdate) this.updateMatrix(); -- this.matrix.premultiply(matrix); -- this.matrix.decompose(this.position, this.quaternion, this.scale); -+ -+ onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} -+ -+ onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} -+ -+ applyMatrix4( matrix ) { -+ -+ if ( this.matrixAutoUpdate ) this.updateMatrix(); -+ -+ this.matrix.premultiply( matrix ); -+ -+ this.matrix.decompose( this.position, this.quaternion, this.scale ); -+ - } -- applyQuaternion(q) { -- this.quaternion.premultiply(q); -+ -+ applyQuaternion( q ) { -+ -+ this.quaternion.premultiply( q ); -+ - return this; -+ - } -- setRotationFromAxisAngle(axis, angle) { -+ -+ setRotationFromAxisAngle( axis, angle ) { -+ - // assumes axis is normalized - -- this.quaternion.setFromAxisAngle(axis, angle); -+ this.quaternion.setFromAxisAngle( axis, angle ); -+ - } -- setRotationFromEuler(euler) { -- this.quaternion.setFromEuler(euler, true); -+ -+ setRotationFromEuler( euler ) { -+ -+ this.quaternion.setFromEuler( euler, true ); -+ - } -- setRotationFromMatrix(m) { -+ -+ setRotationFromMatrix( m ) { -+ - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - -- this.quaternion.setFromRotationMatrix(m); -+ this.quaternion.setFromRotationMatrix( m ); -+ - } -- setRotationFromQuaternion(q) { -+ -+ setRotationFromQuaternion( q ) { -+ - // assumes q is normalized - -- this.quaternion.copy(q); -+ this.quaternion.copy( q ); -+ - } -- rotateOnAxis(axis, angle) { -+ -+ rotateOnAxis( axis, angle ) { -+ - // rotate object on axis in object space - // axis is assumed to be normalized - -- _q1.setFromAxisAngle(axis, angle); -- this.quaternion.multiply(_q1); -+ _q1.setFromAxisAngle( axis, angle ); -+ -+ this.quaternion.multiply( _q1 ); -+ - return this; -+ - } -- rotateOnWorldAxis(axis, angle) { -+ -+ rotateOnWorldAxis( axis, angle ) { -+ - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - -- _q1.setFromAxisAngle(axis, angle); -- this.quaternion.premultiply(_q1); -+ _q1.setFromAxisAngle( axis, angle ); -+ -+ this.quaternion.premultiply( _q1 ); -+ - return this; -+ - } -- rotateX(angle) { -- return this.rotateOnAxis(_xAxis, angle); -+ -+ rotateX( angle ) { -+ -+ return this.rotateOnAxis( _xAxis, angle ); -+ - } -- rotateY(angle) { -- return this.rotateOnAxis(_yAxis, angle); -+ -+ rotateY( angle ) { -+ -+ return this.rotateOnAxis( _yAxis, angle ); -+ - } -- rotateZ(angle) { -- return this.rotateOnAxis(_zAxis, angle); -+ -+ rotateZ( angle ) { -+ -+ return this.rotateOnAxis( _zAxis, angle ); -+ - } -- translateOnAxis(axis, distance) { -+ -+ translateOnAxis( axis, distance ) { -+ - // translate object by distance along axis in object space - // axis is assumed to be normalized - -- _v1$4.copy(axis).applyQuaternion(this.quaternion); -- this.position.add(_v1$4.multiplyScalar(distance)); -+ _v1$4.copy( axis ).applyQuaternion( this.quaternion ); -+ -+ this.position.add( _v1$4.multiplyScalar( distance ) ); -+ - return this; -+ - } -- translateX(distance) { -- return this.translateOnAxis(_xAxis, distance); -+ -+ translateX( distance ) { -+ -+ return this.translateOnAxis( _xAxis, distance ); -+ - } -- translateY(distance) { -- return this.translateOnAxis(_yAxis, distance); -+ -+ translateY( distance ) { -+ -+ return this.translateOnAxis( _yAxis, distance ); -+ - } -- translateZ(distance) { -- return this.translateOnAxis(_zAxis, distance); -+ -+ translateZ( distance ) { -+ -+ return this.translateOnAxis( _zAxis, distance ); -+ - } -- localToWorld(vector) { -- this.updateWorldMatrix(true, false); -- return vector.applyMatrix4(this.matrixWorld); -+ -+ localToWorld( vector ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ return vector.applyMatrix4( this.matrixWorld ); -+ - } -- worldToLocal(vector) { -- this.updateWorldMatrix(true, false); -- return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert()); -+ -+ worldToLocal( vector ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); -+ - } -- lookAt(x, y, z) { -+ -+ lookAt( x, y, z ) { -+ - // This method does not support objects having non-uniformly-scaled parent(s) - -- if (x.isVector3) { -- _target.copy(x); -+ if ( x.isVector3 ) { -+ -+ _target.copy( x ); -+ - } else { -- _target.set(x, y, z); -+ -+ _target.set( x, y, z ); -+ - } -+ - const parent = this.parent; -- this.updateWorldMatrix(true, false); -- _position$3.setFromMatrixPosition(this.matrixWorld); -- if (this.isCamera || this.isLight) { -- _m1$1.lookAt(_position$3, _target, this.up); -+ -+ this.updateWorldMatrix( true, false ); -+ -+ _position$3.setFromMatrixPosition( this.matrixWorld ); -+ -+ if ( this.isCamera || this.isLight ) { -+ -+ _m1$1.lookAt( _position$3, _target, this.up ); -+ - } else { -- _m1$1.lookAt(_target, _position$3, this.up); -+ -+ _m1$1.lookAt( _target, _position$3, this.up ); -+ - } -- this.quaternion.setFromRotationMatrix(_m1$1); -- if (parent) { -- _m1$1.extractRotation(parent.matrixWorld); -- _q1.setFromRotationMatrix(_m1$1); -- this.quaternion.premultiply(_q1.invert()); -+ -+ this.quaternion.setFromRotationMatrix( _m1$1 ); -+ -+ if ( parent ) { -+ -+ _m1$1.extractRotation( parent.matrixWorld ); -+ _q1.setFromRotationMatrix( _m1$1 ); -+ this.quaternion.premultiply( _q1.invert() ); -+ - } -+ - } -- add(object) { -- if (arguments.length > 1) { -- for (let i = 0; i < arguments.length; i++) { -- this.add(arguments[i]); -+ -+ add( object ) { -+ -+ if ( arguments.length > 1 ) { -+ -+ for ( let i = 0; i < arguments.length; i ++ ) { -+ -+ this.add( arguments[ i ] ); -+ - } -+ - return this; -+ - } -- if (object === this) { -- console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object); -+ -+ 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); -+ -+ if ( object && object.isObject3D ) { -+ -+ if ( object.parent !== null ) { -+ -+ object.parent.remove( object ); -+ - } -+ - object.parent = this; -- this.children.push(object); -- object.dispatchEvent(_addedEvent); -+ this.children.push( object ); -+ -+ object.dispatchEvent( _addedEvent ); -+ - } else { -- console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object); -+ -+ console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); -+ - } -+ - return this; -+ - } -- remove(object) { -- if (arguments.length > 1) { -- for (let i = 0; i < arguments.length; i++) { -- this.remove(arguments[i]); -+ -+ remove( object ) { -+ -+ if ( arguments.length > 1 ) { -+ -+ for ( let i = 0; i < arguments.length; i ++ ) { -+ -+ this.remove( arguments[ i ] ); -+ - } -+ - return this; -+ - } -- const index = this.children.indexOf(object); -- if (index !== -1) { -+ -+ const index = this.children.indexOf( object ); -+ -+ if ( index !== - 1 ) { -+ - object.parent = null; -- this.children.splice(index, 1); -- object.dispatchEvent(_removedEvent); -+ this.children.splice( index, 1 ); -+ -+ object.dispatchEvent( _removedEvent ); -+ - } -+ - return this; -+ - } -+ - removeFromParent() { -+ - const parent = this.parent; -- if (parent !== null) { -- parent.remove(this); -+ -+ if ( parent !== null ) { -+ -+ parent.remove( this ); -+ - } -+ - return this; -+ - } -+ - clear() { -- for (let i = 0; i < this.children.length; i++) { -- const object = this.children[i]; -+ -+ for ( let i = 0; i < this.children.length; i ++ ) { -+ -+ const object = this.children[ i ]; -+ - object.parent = null; -- object.dispatchEvent(_removedEvent); -+ -+ object.dispatchEvent( _removedEvent ); -+ - } -+ - this.children.length = 0; -+ - return this; -+ -+ - } -- attach(object) { -+ -+ attach( object ) { -+ - // adds object as a child of this, while maintaining the object's world transform - - // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s) - -- this.updateWorldMatrix(true, false); -- _m1$1.copy(this.matrixWorld).invert(); -- if (object.parent !== null) { -- object.parent.updateWorldMatrix(true, false); -- _m1$1.multiply(object.parent.matrixWorld); -+ this.updateWorldMatrix( true, false ); -+ -+ _m1$1.copy( this.matrixWorld ).invert(); -+ -+ if ( object.parent !== null ) { -+ -+ object.parent.updateWorldMatrix( true, false ); -+ -+ _m1$1.multiply( object.parent.matrixWorld ); -+ - } -- object.applyMatrix4(_m1$1); -- this.add(object); -- object.updateWorldMatrix(false, true); -+ -+ object.applyMatrix4( _m1$1 ); -+ -+ this.add( object ); -+ -+ object.updateWorldMatrix( false, true ); -+ - return this; -+ - } -- getObjectById(id) { -- return this.getObjectByProperty('id', id); -+ -+ getObjectById( id ) { -+ -+ return this.getObjectByProperty( 'id', id ); -+ - } -- getObjectByName(name) { -- return this.getObjectByProperty('name', name); -+ -+ getObjectByName( name ) { -+ -+ return this.getObjectByProperty( 'name', name ); -+ - } -- getObjectByProperty(name, value) { -- if (this[name] === value) return this; -- for (let i = 0, l = this.children.length; i < l; i++) { -- const child = this.children[i]; -- const object = child.getObjectByProperty(name, value); -- if (object !== undefined) { -+ -+ getObjectByProperty( name, value ) { -+ -+ if ( this[ name ] === value ) return this; -+ -+ for ( let i = 0, l = this.children.length; i < l; i ++ ) { -+ -+ const child = this.children[ i ]; -+ const object = child.getObjectByProperty( name, value ); -+ -+ if ( object !== undefined ) { -+ - return object; -+ - } -+ - } -+ - return undefined; -+ - } -- getObjectsByProperty(name, value) { -+ -+ getObjectsByProperty( name, value ) { -+ - let result = []; -- if (this[name] === value) result.push(this); -- for (let i = 0, l = this.children.length; i < l; i++) { -- const childResult = this.children[i].getObjectsByProperty(name, value); -- if (childResult.length > 0) { -- result = result.concat(childResult); -+ -+ if ( this[ name ] === value ) result.push( this ); -+ -+ for ( let i = 0, l = this.children.length; i < l; i ++ ) { -+ -+ const childResult = this.children[ i ].getObjectsByProperty( name, value ); -+ -+ if ( childResult.length > 0 ) { -+ -+ result = result.concat( childResult ); -+ - } -+ - } -+ - return result; -+ - } -- getWorldPosition(target) { -- this.updateWorldMatrix(true, false); -- return target.setFromMatrixPosition(this.matrixWorld); -+ -+ getWorldPosition( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ return target.setFromMatrixPosition( this.matrixWorld ); -+ - } -- getWorldQuaternion(target) { -- this.updateWorldMatrix(true, false); -- this.matrixWorld.decompose(_position$3, target, _scale$2); -+ -+ getWorldQuaternion( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ this.matrixWorld.decompose( _position$3, target, _scale$2 ); -+ - return target; -+ - } -- getWorldScale(target) { -- this.updateWorldMatrix(true, false); -- this.matrixWorld.decompose(_position$3, _quaternion$2, target); -- return target; -+ -+ getWorldScale( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ -+ this.matrixWorld.decompose( _position$3, _quaternion$2, target ); -+ -+ return target; -+ - } -- getWorldDirection(target) { -- this.updateWorldMatrix(true, false); -+ -+ getWorldDirection( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ - const e = this.matrixWorld.elements; -- return target.set(e[8], e[9], e[10]).normalize(); -+ -+ return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); -+ - } -- raycast( /* raycaster, intersects */) {} -- traverse(callback) { -- callback(this); -+ -+ raycast( /* raycaster, intersects */ ) {} -+ -+ traverse( callback ) { -+ -+ callback( this ); -+ - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- children[i].traverse(callback); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ children[ i ].traverse( callback ); -+ - } -+ - } -- traverseVisible(callback) { -- if (this.visible === false) return; -- callback(this); -+ -+ traverseVisible( callback ) { -+ -+ if ( this.visible === false ) return; -+ -+ callback( this ); -+ - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- children[i].traverseVisible(callback); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ children[ i ].traverseVisible( callback ); -+ - } -+ - } -- traverseAncestors(callback) { -+ -+ traverseAncestors( callback ) { -+ - const parent = this.parent; -- if (parent !== null) { -- callback(parent); -- parent.traverseAncestors(callback); -+ -+ if ( parent !== null ) { -+ -+ callback( parent ); -+ -+ parent.traverseAncestors( callback ); -+ - } -+ - } -+ - updateMatrix() { -- this.matrix.compose(this.position, this.quaternion, this.scale); -+ -+ this.matrix.compose( this.position, this.quaternion, this.scale ); -+ - this.matrixWorldNeedsUpdate = true; -+ - } -- updateMatrixWorld(force) { -- if (this.matrixAutoUpdate) this.updateMatrix(); -- if (this.matrixWorldNeedsUpdate || force) { -- if (this.parent === null) { -- this.matrixWorld.copy(this.matrix); -+ -+ updateMatrixWorld( force ) { -+ -+ if ( this.matrixAutoUpdate ) this.updateMatrix(); -+ -+ if ( this.matrixWorldNeedsUpdate || force ) { -+ -+ if ( this.parent === null ) { -+ -+ this.matrixWorld.copy( this.matrix ); -+ - } else { -- this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix); -+ -+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); -+ - } -+ - this.matrixWorldNeedsUpdate = false; -+ - force = true; -+ - } - - // update children - - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- const child = children[i]; -- if (child.matrixWorldAutoUpdate === true || force === true) { -- child.updateMatrixWorld(force); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ const child = children[ i ]; -+ -+ if ( child.matrixWorldAutoUpdate === true || force === true ) { -+ -+ child.updateMatrixWorld( force ); -+ - } -+ - } -+ - } -- updateWorldMatrix(updateParents, updateChildren) { -+ -+ updateWorldMatrix( updateParents, updateChildren ) { -+ - const parent = this.parent; -- if (updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true) { -- parent.updateWorldMatrix(true, false); -+ -+ if ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) { -+ -+ parent.updateWorldMatrix( true, false ); -+ - } -- if (this.matrixAutoUpdate) this.updateMatrix(); -- if (this.parent === null) { -- this.matrixWorld.copy(this.matrix); -+ -+ if ( this.matrixAutoUpdate ) this.updateMatrix(); -+ -+ if ( this.parent === null ) { -+ -+ this.matrixWorld.copy( this.matrix ); -+ - } else { -- this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix); -+ -+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); -+ - } - - // update children - -- if (updateChildren === true) { -+ if ( updateChildren === true ) { -+ - const children = this.children; -- for (let i = 0, l = children.length; i < l; i++) { -- const child = children[i]; -- if (child.matrixWorldAutoUpdate === true) { -- child.updateWorldMatrix(false, true); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ const child = children[ i ]; -+ -+ if ( child.matrixWorldAutoUpdate === true ) { -+ -+ child.updateWorldMatrix( false, true ); -+ - } -+ - } -+ - } -+ - } -- toJSON(meta) { -+ -+ toJSON( meta ) { -+ - // meta is a string when called from JSON.stringify -- const isRootObject = meta === undefined || typeof meta === 'string'; -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ - const output = {}; - - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. -- if (isRootObject) { -+ if ( isRootObject ) { -+ - // initialize meta obj - meta = { - geometries: {}, -@@ -5427,311 +8155,492 @@ - animations: {}, - nodes: {} - }; -+ - output.metadata = { - version: 4.5, - type: 'Object', - generator: 'Object3D.toJSON' - }; -+ - } - - // standard Object3D serialization - - const object = {}; -+ - object.uuid = this.uuid; - object.type = this.type; -- if (this.name !== '') object.name = this.name; -- if (this.castShadow === true) object.castShadow = true; -- if (this.receiveShadow === true) object.receiveShadow = true; -- if (this.visible === false) object.visible = false; -- if (this.frustumCulled === false) object.frustumCulled = false; -- if (this.renderOrder !== 0) object.renderOrder = this.renderOrder; -- if (Object.keys(this.userData).length > 0) object.userData = this.userData; -+ -+ 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 ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData; -+ - object.layers = this.layers.mask; - object.matrix = this.matrix.toArray(); -- if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; -+ -+ if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; - - // object specific properties - -- if (this.isInstancedMesh) { -+ if ( this.isInstancedMesh ) { -+ - object.type = 'InstancedMesh'; - object.count = this.count; - object.instanceMatrix = this.instanceMatrix.toJSON(); -- if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON(); -+ if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); -+ - } - - // - -- function serialize(library, element) { -- if (library[element.uuid] === undefined) { -- library[element.uuid] = element.toJSON(meta); -+ function serialize( library, element ) { -+ -+ if ( library[ element.uuid ] === undefined ) { -+ -+ library[ element.uuid ] = element.toJSON( meta ); -+ - } -+ - return element.uuid; -+ - } -- if (this.isScene) { -- if (this.background) { -- if (this.background.isColor) { -+ -+ if ( this.isScene ) { -+ -+ if ( this.background ) { -+ -+ if ( this.background.isColor ) { -+ - object.background = this.background.toJSON(); -- } else if (this.background.isTexture) { -- object.background = this.background.toJSON(meta).uuid; -+ -+ } else if ( this.background.isTexture ) { -+ -+ object.background = this.background.toJSON( meta ).uuid; -+ - } -+ - } -- if (this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true) { -- object.environment = this.environment.toJSON(meta).uuid; -+ -+ if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) { -+ -+ object.environment = this.environment.toJSON( meta ).uuid; -+ - } -- } else if (this.isMesh || this.isLine || this.isPoints) { -- object.geometry = serialize(meta.geometries, this.geometry); -+ -+ } else if ( this.isMesh || this.isLine || this.isPoints ) { -+ -+ object.geometry = serialize( meta.geometries, this.geometry ); -+ - const parameters = this.geometry.parameters; -- if (parameters !== undefined && parameters.shapes !== undefined) { -+ -+ if ( parameters !== undefined && parameters.shapes !== undefined ) { -+ - const shapes = parameters.shapes; -- if (Array.isArray(shapes)) { -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- serialize(meta.shapes, shape); -+ -+ if ( Array.isArray( shapes ) ) { -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ -+ serialize( meta.shapes, shape ); -+ - } -+ - } else { -- serialize(meta.shapes, shapes); -+ -+ serialize( meta.shapes, shapes ); -+ - } -+ - } -+ - } -- if (this.isSkinnedMesh) { -+ -+ if ( this.isSkinnedMesh ) { -+ - object.bindMode = this.bindMode; - object.bindMatrix = this.bindMatrix.toArray(); -- if (this.skeleton !== undefined) { -- serialize(meta.skeletons, this.skeleton); -+ -+ if ( this.skeleton !== undefined ) { -+ -+ serialize( meta.skeletons, this.skeleton ); -+ - object.skeleton = this.skeleton.uuid; -+ - } -+ - } -- if (this.material !== undefined) { -- if (Array.isArray(this.material)) { -+ -+ if ( this.material !== undefined ) { -+ -+ if ( Array.isArray( this.material ) ) { -+ - const uuids = []; -- for (let i = 0, l = this.material.length; i < l; i++) { -- uuids.push(serialize(meta.materials, this.material[i])); -+ -+ for ( let i = 0, l = this.material.length; i < l; i ++ ) { -+ -+ uuids.push( serialize( meta.materials, this.material[ i ] ) ); -+ - } -+ - object.material = uuids; -+ - } else { -- object.material = serialize(meta.materials, this.material); -+ -+ object.material = serialize( meta.materials, this.material ); -+ - } -+ - } - - // - -- if (this.children.length > 0) { -+ if ( this.children.length > 0 ) { -+ - object.children = []; -- for (let i = 0; i < this.children.length; i++) { -- object.children.push(this.children[i].toJSON(meta).object); -+ -+ for ( let i = 0; i < this.children.length; i ++ ) { -+ -+ object.children.push( this.children[ i ].toJSON( meta ).object ); -+ - } -+ - } - - // - -- if (this.animations.length > 0) { -+ if ( this.animations.length > 0 ) { -+ - object.animations = []; -- for (let i = 0; i < this.animations.length; i++) { -- const animation = this.animations[i]; -- object.animations.push(serialize(meta.animations, animation)); -- } -- } -- if (isRootObject) { -- const geometries = extractFromCache(meta.geometries); -- const materials = extractFromCache(meta.materials); -- const textures = extractFromCache(meta.textures); -- const images = extractFromCache(meta.images); -- const shapes = extractFromCache(meta.shapes); -- const skeletons = extractFromCache(meta.skeletons); -- const animations = extractFromCache(meta.animations); -- const nodes = extractFromCache(meta.nodes); -- if (geometries.length > 0) output.geometries = geometries; -- if (materials.length > 0) output.materials = materials; -- if (textures.length > 0) output.textures = textures; -- if (images.length > 0) output.images = images; -- if (shapes.length > 0) output.shapes = shapes; -- if (skeletons.length > 0) output.skeletons = skeletons; -- if (animations.length > 0) output.animations = animations; -- if (nodes.length > 0) output.nodes = nodes; -+ -+ for ( let i = 0; i < this.animations.length; i ++ ) { -+ -+ const animation = this.animations[ i ]; -+ -+ object.animations.push( serialize( meta.animations, animation ) ); -+ -+ } -+ -+ } -+ -+ if ( isRootObject ) { -+ -+ const geometries = extractFromCache( meta.geometries ); -+ const materials = extractFromCache( meta.materials ); -+ const textures = extractFromCache( meta.textures ); -+ const images = extractFromCache( meta.images ); -+ const shapes = extractFromCache( meta.shapes ); -+ const skeletons = extractFromCache( meta.skeletons ); -+ const animations = extractFromCache( meta.animations ); -+ const nodes = extractFromCache( meta.nodes ); -+ -+ if ( geometries.length > 0 ) output.geometries = geometries; -+ if ( materials.length > 0 ) output.materials = materials; -+ if ( textures.length > 0 ) output.textures = textures; -+ if ( images.length > 0 ) output.images = images; -+ if ( shapes.length > 0 ) output.shapes = shapes; -+ if ( skeletons.length > 0 ) output.skeletons = skeletons; -+ if ( animations.length > 0 ) output.animations = animations; -+ if ( nodes.length > 0 ) output.nodes = nodes; -+ - } -+ - output.object = object; -+ - return output; - - // extract data from the cache hash - // remove metadata on each item - // and return as array -- function extractFromCache(cache) { -+ function extractFromCache( cache ) { -+ - const values = []; -- for (const key in cache) { -- const data = cache[key]; -+ for ( const key in cache ) { -+ -+ const data = cache[ key ]; - delete data.metadata; -- values.push(data); -+ values.push( data ); -+ - } -+ - return values; -+ - } -+ - } -- clone(recursive) { -- return new this.constructor().copy(this, recursive); -+ -+ clone( recursive ) { -+ -+ return new this.constructor().copy( this, recursive ); -+ - } -- copy(source, recursive = true) { -+ -+ copy( source, recursive = true ) { -+ - this.name = source.name; -- this.up.copy(source.up); -- this.position.copy(source.position); -+ -+ this.up.copy( source.up ); -+ -+ this.position.copy( source.position ); - this.rotation.order = source.rotation.order; -- this.quaternion.copy(source.quaternion); -- this.scale.copy(source.scale); -- this.matrix.copy(source.matrix); -- this.matrixWorld.copy(source.matrixWorld); -+ this.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.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; -+ - this.layers.mask = source.layers.mask; - this.visible = source.visible; -+ - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; -+ - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; -- this.userData = JSON.parse(JSON.stringify(source.userData)); -- if (recursive === true) { -- for (let i = 0; i < source.children.length; i++) { -- const child = source.children[i]; -- this.add(child.clone()); -+ -+ this.userData = JSON.parse( JSON.stringify( source.userData ) ); -+ -+ if ( recursive === true ) { -+ -+ for ( let i = 0; i < source.children.length; i ++ ) { -+ -+ const child = source.children[ i ]; -+ this.add( child.clone() ); -+ - } -+ - } -+ - return this; -+ - } -+ - } -- Object3D.DefaultUp = /*@__PURE__*/new Vector3(0, 1, 0); -- Object3D.DefaultMatrixAutoUpdate = true; -- Object3D.DefaultMatrixWorldAutoUpdate = true; - -- const _v0$1 = /*@__PURE__*/new Vector3(); -- const _v1$3 = /*@__PURE__*/new Vector3(); -- const _v2$2 = /*@__PURE__*/new Vector3(); -- const _v3$1 = /*@__PURE__*/new Vector3(); -- const _vab = /*@__PURE__*/new Vector3(); -- const _vac = /*@__PURE__*/new Vector3(); -- const _vbc = /*@__PURE__*/new Vector3(); -- const _vap = /*@__PURE__*/new Vector3(); -- const _vbp = /*@__PURE__*/new Vector3(); -- const _vcp = /*@__PURE__*/new Vector3(); -+ Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); -+ Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; -+ Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; -+ -+ const _v0$1 = /*@__PURE__*/ new Vector3(); -+ const _v1$3 = /*@__PURE__*/ new Vector3(); -+ const _v2$2 = /*@__PURE__*/ new Vector3(); -+ const _v3$1 = /*@__PURE__*/ new Vector3(); -+ -+ const _vab = /*@__PURE__*/ new Vector3(); -+ const _vac = /*@__PURE__*/ new Vector3(); -+ const _vbc = /*@__PURE__*/ new Vector3(); -+ const _vap = /*@__PURE__*/ new Vector3(); -+ const _vbp = /*@__PURE__*/ new Vector3(); -+ const _vcp = /*@__PURE__*/ new Vector3(); -+ - class Triangle { -- constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) { -+ -+ constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { -+ - this.a = a; - this.b = b; - this.c = c; -+ - } -- static getNormal(a, b, c, target) { -- target.subVectors(c, b); -- _v0$1.subVectors(a, b); -- target.cross(_v0$1); -+ -+ static getNormal( a, b, c, target ) { -+ -+ target.subVectors( c, b ); -+ _v0$1.subVectors( a, b ); -+ target.cross( _v0$1 ); -+ - const targetLengthSq = target.lengthSq(); -- if (targetLengthSq > 0) { -- return target.multiplyScalar(1 / Math.sqrt(targetLengthSq)); -+ if ( targetLengthSq > 0 ) { -+ -+ return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); -+ - } -- return target.set(0, 0, 0); -+ -+ return target.set( 0, 0, 0 ); -+ - } - - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html -- static getBarycoord(point, a, b, c, target) { -- _v0$1.subVectors(c, a); -- _v1$3.subVectors(b, a); -- _v2$2.subVectors(point, a); -- const dot00 = _v0$1.dot(_v0$1); -- const dot01 = _v0$1.dot(_v1$3); -- const dot02 = _v0$1.dot(_v2$2); -- const dot11 = _v1$3.dot(_v1$3); -- const dot12 = _v1$3.dot(_v2$2); -- const denom = dot00 * dot11 - dot01 * dot01; -+ static getBarycoord( point, a, b, c, target ) { -+ -+ _v0$1.subVectors( c, a ); -+ _v1$3.subVectors( b, a ); -+ _v2$2.subVectors( point, a ); -+ -+ const dot00 = _v0$1.dot( _v0$1 ); -+ const dot01 = _v0$1.dot( _v1$3 ); -+ const dot02 = _v0$1.dot( _v2$2 ); -+ const dot11 = _v1$3.dot( _v1$3 ); -+ const dot12 = _v1$3.dot( _v2$2 ); -+ -+ const denom = ( dot00 * dot11 - dot01 * dot01 ); - - // collinear or singular triangle -- if (denom === 0) { -+ 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); -+ return target.set( - 2, - 1, - 1 ); -+ - } -+ - const invDenom = 1 / denom; -- const u = (dot11 * dot02 - dot01 * dot12) * invDenom; -- const v = (dot00 * dot12 - dot01 * dot02) * invDenom; -+ const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; -+ const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - - // barycentric coordinates must always sum to 1 -- return target.set(1 - u - v, v, u); -- } -- static containsPoint(point, a, b, c) { -- this.getBarycoord(point, a, b, c, _v3$1); -- return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1; -- } -- static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) { -- this.getBarycoord(point, p1, p2, p3, _v3$1); -- target.set(0, 0); -- target.addScaledVector(uv1, _v3$1.x); -- target.addScaledVector(uv2, _v3$1.y); -- target.addScaledVector(uv3, _v3$1.z); -+ return target.set( 1 - u - v, v, u ); -+ -+ } -+ -+ static containsPoint( point, a, b, c ) { -+ -+ this.getBarycoord( point, a, b, c, _v3$1 ); -+ -+ return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 ); -+ -+ } -+ -+ static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { -+ -+ this.getBarycoord( point, p1, p2, p3, _v3$1 ); -+ -+ target.set( 0, 0 ); -+ target.addScaledVector( uv1, _v3$1.x ); -+ target.addScaledVector( uv2, _v3$1.y ); -+ target.addScaledVector( uv3, _v3$1.z ); -+ - return target; -+ - } -- static isFrontFacing(a, b, c, direction) { -- _v0$1.subVectors(c, b); -- _v1$3.subVectors(a, b); -+ -+ static isFrontFacing( a, b, c, direction ) { -+ -+ _v0$1.subVectors( c, b ); -+ _v1$3.subVectors( a, b ); - - // strictly front facing -- return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false; -+ return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; -+ - } -- set(a, b, c) { -- this.a.copy(a); -- this.b.copy(b); -- this.c.copy(c); -+ -+ set( a, b, c ) { -+ -+ this.a.copy( a ); -+ this.b.copy( b ); -+ this.c.copy( c ); -+ - return this; -+ - } -- setFromPointsAndIndices(points, i0, i1, i2) { -- this.a.copy(points[i0]); -- this.b.copy(points[i1]); -- this.c.copy(points[i2]); -+ -+ setFromPointsAndIndices( points, i0, i1, i2 ) { -+ -+ this.a.copy( points[ i0 ] ); -+ this.b.copy( points[ i1 ] ); -+ this.c.copy( points[ i2 ] ); -+ - return this; -+ - } -- setFromAttributeAndIndices(attribute, i0, i1, i2) { -- this.a.fromBufferAttribute(attribute, i0); -- this.b.fromBufferAttribute(attribute, i1); -- this.c.fromBufferAttribute(attribute, i2); -+ -+ setFromAttributeAndIndices( attribute, i0, i1, i2 ) { -+ -+ this.a.fromBufferAttribute( attribute, i0 ); -+ this.b.fromBufferAttribute( attribute, i1 ); -+ this.c.fromBufferAttribute( attribute, i2 ); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(triangle) { -- this.a.copy(triangle.a); -- this.b.copy(triangle.b); -- this.c.copy(triangle.c); -+ -+ copy( triangle ) { -+ -+ this.a.copy( triangle.a ); -+ this.b.copy( triangle.b ); -+ this.c.copy( triangle.c ); -+ - return this; -+ - } -+ - getArea() { -- _v0$1.subVectors(this.c, this.b); -- _v1$3.subVectors(this.a, this.b); -- return _v0$1.cross(_v1$3).length() * 0.5; -+ -+ _v0$1.subVectors( this.c, this.b ); -+ _v1$3.subVectors( this.a, this.b ); -+ -+ return _v0$1.cross( _v1$3 ).length() * 0.5; -+ - } -- getMidpoint(target) { -- return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3); -+ -+ getMidpoint( target ) { -+ -+ return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); -+ - } -- getNormal(target) { -- return Triangle.getNormal(this.a, this.b, this.c, target); -+ -+ getNormal( target ) { -+ -+ return Triangle.getNormal( this.a, this.b, this.c, target ); -+ - } -- getPlane(target) { -- return target.setFromCoplanarPoints(this.a, this.b, this.c); -+ -+ getPlane( target ) { -+ -+ return target.setFromCoplanarPoints( this.a, this.b, this.c ); -+ - } -- getBarycoord(point, target) { -- return Triangle.getBarycoord(point, this.a, this.b, this.c, target); -+ -+ getBarycoord( point, target ) { -+ -+ return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); -+ - } -- getUV(point, uv1, uv2, uv3, target) { -- return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target); -+ -+ getUV( point, uv1, uv2, uv3, target ) { -+ -+ return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); -+ - } -- containsPoint(point) { -- return Triangle.containsPoint(point, this.a, this.b, this.c); -+ -+ containsPoint( point ) { -+ -+ return Triangle.containsPoint( point, this.a, this.b, this.c ); -+ - } -- isFrontFacing(direction) { -- return Triangle.isFrontFacing(this.a, this.b, this.c, direction); -+ -+ isFrontFacing( direction ) { -+ -+ return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); -+ - } -- intersectsBox(box) { -- return box.intersectsTriangle(this); -+ -+ intersectsBox( box ) { -+ -+ return box.intersectsTriangle( this ); -+ - } -- closestPointToPoint(p, target) { -- const a = this.a, -- b = this.b, -- c = this.c; -+ -+ closestPointToPoint( p, target ) { -+ -+ const a = this.a, b = this.b, c = this.c; - let v, w; - - // algorithm thanks to Real-Time Collision Detection by Christer Ericson, -@@ -5740,86 +8649,119 @@ - // basically, we're distinguishing which of the voronoi regions of the triangle - // the point lies in with the minimum amount of redundant computation. - -- _vab.subVectors(b, a); -- _vac.subVectors(c, a); -- _vap.subVectors(p, a); -- const d1 = _vab.dot(_vap); -- const d2 = _vac.dot(_vap); -- if (d1 <= 0 && d2 <= 0) { -+ _vab.subVectors( b, a ); -+ _vac.subVectors( c, a ); -+ _vap.subVectors( p, a ); -+ const d1 = _vab.dot( _vap ); -+ const d2 = _vac.dot( _vap ); -+ if ( d1 <= 0 && d2 <= 0 ) { -+ - // vertex region of A; barycentric coords (1, 0, 0) -- return target.copy(a); -+ return target.copy( a ); -+ - } -- _vbp.subVectors(p, b); -- const d3 = _vab.dot(_vbp); -- const d4 = _vac.dot(_vbp); -- if (d3 >= 0 && d4 <= d3) { -+ -+ _vbp.subVectors( p, b ); -+ const d3 = _vab.dot( _vbp ); -+ const d4 = _vac.dot( _vbp ); -+ if ( d3 >= 0 && d4 <= d3 ) { -+ - // vertex region of B; barycentric coords (0, 1, 0) -- return target.copy(b); -+ return target.copy( b ); -+ - } -+ - const vc = d1 * d4 - d3 * d2; -- if (vc <= 0 && d1 >= 0 && d3 <= 0) { -- v = d1 / (d1 - d3); -+ 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); -+ return target.copy( a ).addScaledVector( _vab, v ); -+ - } -- _vcp.subVectors(p, c); -- const d5 = _vab.dot(_vcp); -- const d6 = _vac.dot(_vcp); -- if (d6 >= 0 && d5 <= d6) { -+ -+ _vcp.subVectors( p, c ); -+ const d5 = _vab.dot( _vcp ); -+ const d6 = _vac.dot( _vcp ); -+ if ( d6 >= 0 && d5 <= d6 ) { -+ - // vertex region of C; barycentric coords (0, 0, 1) -- return target.copy(c); -+ return target.copy( c ); -+ - } -+ - const vb = d5 * d2 - d1 * d6; -- if (vb <= 0 && d2 >= 0 && d6 <= 0) { -- w = d2 / (d2 - 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); -+ return target.copy( a ).addScaledVector( _vac, w ); -+ - } -+ - const va = d3 * d6 - d5 * d4; -- if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) { -- _vbc.subVectors(c, b); -- w = (d4 - d3) / (d4 - d3 + (d5 - d6)); -+ 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 -+ return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC -+ - } - - // face region -- const denom = 1 / (va + vb + vc); -+ const denom = 1 / ( va + vb + vc ); - // u = va * denom - v = vb * denom; - w = vc * denom; -- return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w); -+ -+ return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); -+ - } -- equals(triangle) { -- return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c); -+ -+ equals( triangle ) { -+ -+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); -+ - } -+ - } - - let materialId = 0; -+ - class Material extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isMaterial = true; -- Object.defineProperty(this, 'id', { -- value: materialId++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: materialId ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; - this.type = 'Material'; -+ - this.blending = NormalBlending; - this.side = FrontSide; - this.vertexColors = false; -+ - this.opacity = 1; - this.transparent = false; -+ - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; -+ - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; -+ - this.stencilWriteMask = 0xff; - this.stencilFunc = AlwaysStencilFunc; - this.stencilRef = 0; -@@ -5828,70 +8770,123 @@ - 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.alphaToCoverage = false; - this.premultipliedAlpha = false; -+ - this.visible = true; -+ - this.toneMapped = true; -+ - this.userData = {}; -+ - this.version = 0; -+ - this._alphaTest = 0; -+ - } -+ - get alphaTest() { -+ - return this._alphaTest; -+ - } -- set alphaTest(value) { -- if (this._alphaTest > 0 !== value > 0) { -- this.version++; -+ -+ set alphaTest( value ) { -+ -+ if ( this._alphaTest > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._alphaTest = value; -+ - } -- onBuild( /* shaderobject, renderer */) {} -- onBeforeRender( /* renderer, scene, camera, geometry, object, group */) {} -- onBeforeCompile( /* shaderobject, renderer */) {} -+ -+ onBuild( /* shaderobject, renderer */ ) {} -+ -+ onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} -+ -+ onBeforeCompile( /* shaderobject, renderer */ ) {} -+ - customProgramCacheKey() { -+ - return this.onBeforeCompile.toString(); -+ - } -- setValues(values) { -- if (values === undefined) return; -- for (const key in values) { -- const newValue = values[key]; -- if (newValue === undefined) { -- console.warn('THREE.Material: \'' + key + '\' parameter is undefined.'); -+ -+ setValues( values ) { -+ -+ if ( values === undefined ) return; -+ -+ for ( const key in values ) { -+ -+ const newValue = values[ key ]; -+ -+ if ( newValue === undefined ) { -+ -+ console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' ); - continue; -+ - } -- const currentValue = this[key]; -- if (currentValue === undefined) { -- console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.'); -+ -+ const currentValue = this[ key ]; -+ -+ if ( currentValue === undefined ) { -+ -+ console.warn( 'THREE.' + this.type + ': \'' + key + '\' is not a property of this material.' ); - continue; -+ - } -- if (currentValue && currentValue.isColor) { -- currentValue.set(newValue); -- } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) { -- currentValue.copy(newValue); -+ -+ if ( currentValue && currentValue.isColor ) { -+ -+ currentValue.set( newValue ); -+ -+ } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { -+ -+ currentValue.copy( newValue ); -+ - } else { -- this[key] = newValue; -+ -+ this[ key ] = newValue; -+ - } -+ - } -+ - } -- toJSON(meta) { -- const isRootObject = meta === undefined || typeof meta === 'string'; -- if (isRootObject) { -+ -+ toJSON( meta ) { -+ -+ const isRootObject = ( meta === undefined || typeof meta === 'string' ); -+ -+ if ( isRootObject ) { -+ - meta = { - textures: {}, - images: {} - }; -+ - } -+ - const data = { - metadata: { - version: 4.5, -@@ -5903,99 +8898,152 @@ - // 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 !== undefined) data.sheen = this.sheen; -- if (this.sheenColor && this.sheenColor.isColor) data.sheenColor = this.sheenColor.getHex(); -- if (this.sheenRoughness !== undefined) data.sheenRoughness = this.sheenRoughness; -- 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.specularIntensity !== undefined) data.specularIntensity = this.specularIntensity; -- if (this.specularColor && this.specularColor.isColor) data.specularColor = this.specularColor.getHex(); -- if (this.shininess !== undefined) data.shininess = this.shininess; -- if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat; -- if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness; -- if (this.clearcoatMap && this.clearcoatMap.isTexture) { -- data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid; -- } -- if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) { -- data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid; -- } -- if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) { -- data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid; -+ -+ 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 !== undefined ) data.sheen = this.sheen; -+ if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); -+ if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; -+ 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.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; -+ if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); -+ if ( this.shininess !== undefined ) data.shininess = this.shininess; -+ if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; -+ if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; -+ -+ if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { -+ -+ data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; -+ -+ } -+ -+ if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { -+ -+ data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; -+ -+ } -+ -+ if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { -+ -+ data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; - data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); -+ - } -- if (this.iridescence !== undefined) data.iridescence = this.iridescence; -- if (this.iridescenceIOR !== undefined) data.iridescenceIOR = this.iridescenceIOR; -- if (this.iridescenceThicknessRange !== undefined) data.iridescenceThicknessRange = this.iridescenceThicknessRange; -- if (this.iridescenceMap && this.iridescenceMap.isTexture) { -- data.iridescenceMap = this.iridescenceMap.toJSON(meta).uuid; -+ -+ if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; -+ if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; -+ if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; -+ -+ if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { -+ -+ data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; -+ - } -- if (this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture) { -- data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON(meta).uuid; -+ -+ if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { -+ -+ data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; -+ - } -- 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.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; -+ if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; -+ if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; -+ -+ if ( this.lightMap && this.lightMap.isTexture ) { -+ -+ data.lightMap = this.lightMap.toJSON( meta ).uuid; - data.lightMapIntensity = this.lightMapIntensity; -+ - } -- if (this.aoMap && this.aoMap.isTexture) { -- data.aoMap = this.aoMap.toJSON(meta).uuid; -+ -+ 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; -+ -+ 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; -+ -+ 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; -+ -+ 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.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; -+ if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; -+ -+ if ( this.envMap && this.envMap.isTexture ) { -+ -+ data.envMap = this.envMap.toJSON( meta ).uuid; -+ -+ if ( this.combine !== undefined ) data.combine = this.combine; -+ -+ } -+ -+ if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; -+ if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; -+ if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; -+ -+ if ( this.gradientMap && this.gradientMap.isTexture ) { -+ -+ data.gradientMap = this.gradientMap.toJSON( meta ).uuid; -+ - } -- if (this.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.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid; -- if (this.specularColorMap && this.specularColorMap.isTexture) data.specularColorMap = this.specularColorMap.toJSON(meta).uuid; -- if (this.envMap && this.envMap.isTexture) { -- data.envMap = this.envMap.toJSON(meta).uuid; -- if (this.combine !== undefined) data.combine = this.combine; -- } -- if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity; -- if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity; -- if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio; -- if (this.gradientMap && this.gradientMap.isTexture) { -- data.gradientMap = this.gradientMap.toJSON(meta).uuid; -- } -- if (this.transmission !== undefined) data.transmission = this.transmission; -- if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid; -- if (this.thickness !== undefined) data.thickness = this.thickness; -- if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid; -- if (this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity) data.attenuationDistance = this.attenuationDistance; -- if (this.attenuationColor !== undefined) data.attenuationColor = this.attenuationColor.getHex(); -- if (this.size !== undefined) data.size = this.size; -- if (this.shadowSide !== null) data.shadowSide = this.shadowSide; -- if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation; -- if (this.blending !== NormalBlending) data.blending = this.blending; -- if (this.side !== FrontSide) data.side = this.side; -- if (this.vertexColors) data.vertexColors = true; -- if (this.opacity < 1) data.opacity = this.opacity; -- if (this.transparent === true) data.transparent = this.transparent; -+ -+ if ( this.transmission !== undefined ) data.transmission = this.transmission; -+ if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; -+ if ( this.thickness !== undefined ) data.thickness = this.thickness; -+ if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; -+ if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance; -+ if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); -+ -+ if ( this.size !== undefined ) data.size = this.size; -+ if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; -+ if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; -+ -+ if ( this.blending !== NormalBlending ) data.blending = this.blending; -+ if ( this.side !== FrontSide ) data.side = this.side; -+ if ( this.vertexColors ) data.vertexColors = true; -+ -+ if ( this.opacity < 1 ) data.opacity = this.opacity; -+ if ( this.transparent === true ) data.transparent = this.transparent; -+ - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; - data.colorWrite = this.colorWrite; -+ - data.stencilWrite = this.stencilWrite; - data.stencilWriteMask = this.stencilWriteMask; - data.stencilFunc = this.stencilFunc; -@@ -6006,66 +9054,98 @@ - data.stencilZPass = this.stencilZPass; - - // rotation (SpriteMaterial) -- if (this.rotation !== undefined && 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 !== undefined && this.linewidth !== 1) data.linewidth = this.linewidth; -- if (this.dashSize !== undefined) data.dashSize = this.dashSize; -- if (this.gapSize !== undefined) data.gapSize = this.gapSize; -- if (this.scale !== undefined) data.scale = this.scale; -- if (this.dithering === true) data.dithering = true; -- if (this.alphaTest > 0) data.alphaTest = this.alphaTest; -- if (this.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage; -- if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha; -- if (this.wireframe === true) data.wireframe = this.wireframe; -- if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth; -- if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap; -- if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin; -- if (this.flatShading === true) data.flatShading = this.flatShading; -- if (this.visible === false) data.visible = false; -- if (this.toneMapped === false) data.toneMapped = false; -- if (this.fog === false) data.fog = false; -- if (Object.keys(this.userData).length > 0) data.userData = this.userData; -+ if ( this.rotation !== undefined && 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 !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth; -+ if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; -+ if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; -+ if ( this.scale !== undefined ) data.scale = this.scale; -+ -+ if ( this.dithering === true ) data.dithering = true; -+ -+ if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; -+ if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage; -+ if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; -+ -+ if ( this.wireframe === true ) data.wireframe = this.wireframe; -+ if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; -+ if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; -+ if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; -+ -+ if ( this.flatShading === true ) data.flatShading = this.flatShading; -+ -+ if ( this.visible === false ) data.visible = false; -+ -+ if ( this.toneMapped === false ) data.toneMapped = false; -+ -+ if ( this.fog === false ) data.fog = false; -+ -+ if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - - // TODO: Copied from Object3D.toJSON - -- function extractFromCache(cache) { -+ function extractFromCache( cache ) { -+ - const values = []; -- for (const key in cache) { -- const data = cache[key]; -+ -+ for ( const key in cache ) { -+ -+ const data = cache[ key ]; - delete data.metadata; -- values.push(data); -+ values.push( data ); -+ - } -+ - return values; -+ - } -- if (isRootObject) { -- const textures = extractFromCache(meta.textures); -- const images = extractFromCache(meta.images); -- if (textures.length > 0) data.textures = textures; -- if (images.length > 0) data.images = images; -+ -+ if ( isRootObject ) { -+ -+ const textures = extractFromCache( meta.textures ); -+ const images = extractFromCache( meta.images ); -+ -+ if ( textures.length > 0 ) data.textures = textures; -+ if ( images.length > 0 ) data.images = images; -+ - } -+ - return data; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; -+ - this.blending = source.blending; - this.side = source.side; - this.vertexColors = source.vertexColors; -+ - this.opacity = source.opacity; - this.transparent = source.transparent; -+ - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; -+ - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; -+ - this.stencilWriteMask = source.stencilWriteMask; - this.stencilFunc = source.stencilFunc; - this.stencilRef = source.stencilRef; -@@ -6074,866 +9154,1461 @@ - this.stencilZFail = source.stencilZFail; - this.stencilZPass = source.stencilZPass; - this.stencilWrite = source.stencilWrite; -+ - const srcPlanes = source.clippingPlanes; - let dstPlanes = null; -- if (srcPlanes !== null) { -+ -+ if ( srcPlanes !== null ) { -+ - const n = srcPlanes.length; -- dstPlanes = new Array(n); -- for (let i = 0; i !== n; ++i) { -- dstPlanes[i] = srcPlanes[i].clone(); -+ dstPlanes = new Array( n ); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ dstPlanes[ i ] = srcPlanes[ i ].clone(); -+ - } -+ - } -+ - this.clippingPlanes = dstPlanes; - this.clipIntersection = source.clipIntersection; - this.clipShadows = source.clipShadows; -+ - this.shadowSide = source.shadowSide; -+ - this.colorWrite = source.colorWrite; -+ - this.precision = source.precision; -+ - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; -+ - this.dithering = source.dithering; -+ - this.alphaTest = source.alphaTest; - this.alphaToCoverage = source.alphaToCoverage; - this.premultipliedAlpha = source.premultipliedAlpha; -+ - this.visible = source.visible; -+ - this.toneMapped = source.toneMapped; -- this.userData = JSON.parse(JSON.stringify(source.userData)); -+ -+ this.userData = JSON.parse( JSON.stringify( source.userData ) ); -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - } -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -+ - } - - class MeshBasicMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshBasicMaterial = true; -+ - this.type = 'MeshBasicMaterial'; -- this.color = new Color(0xffffff); // emissive -+ -+ 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.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -+ - this.specularMap = source.specularMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - -- const _vector$9 = /*@__PURE__*/new Vector3(); -- const _vector2$1 = /*@__PURE__*/new Vector2(); -+ const _vector$9 = /*@__PURE__*/ new Vector3(); -+ const _vector2$1 = /*@__PURE__*/ new Vector2(); -+ - class BufferAttribute { -- constructor(array, itemSize, normalized = false) { -- if (Array.isArray(array)) { -- throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.'); -+ -+ constructor( array, itemSize, normalized = false ) { -+ -+ if ( Array.isArray( array ) ) { -+ -+ throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); -+ - } -+ - this.isBufferAttribute = true; -+ - this.name = ''; -+ - this.array = array; - this.itemSize = itemSize; - this.count = array !== undefined ? array.length / itemSize : 0; - this.normalized = normalized; -+ - this.usage = StaticDrawUsage; -- this.updateRange = { -- offset: 0, -- count: -1 -- }; -+ this.updateRange = { offset: 0, count: - 1 }; -+ - this.version = 0; -+ - } -+ - onUploadCallback() {} -- set needsUpdate(value) { -- if (value === true) this.version++; -- } -- setUsage(value) { -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ -+ } -+ -+ setUsage( value ) { -+ - this.usage = value; -+ - return this; -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; -- this.array = new source.array.constructor(source.array); -+ this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; -+ - this.usage = source.usage; -+ - return this; -+ - } -- copyAt(index1, attribute, index2) { -+ -+ copyAt( index1, attribute, index2 ) { -+ - index1 *= this.itemSize; - index2 *= attribute.itemSize; -- for (let i = 0, l = this.itemSize; i < l; i++) { -- this.array[index1 + i] = attribute.array[index2 + i]; -+ -+ for ( let i = 0, l = this.itemSize; i < l; i ++ ) { -+ -+ this.array[ index1 + i ] = attribute.array[ index2 + i ]; -+ - } -+ - return this; -+ - } -- copyArray(array) { -- this.array.set(array); -+ -+ copyArray( array ) { -+ -+ this.array.set( array ); -+ - return this; -+ - } -- applyMatrix3(m) { -- if (this.itemSize === 2) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector2$1.fromBufferAttribute(this, i); -- _vector2$1.applyMatrix3(m); -- this.setXY(i, _vector2$1.x, _vector2$1.y); -+ -+ applyMatrix3( m ) { -+ -+ if ( this.itemSize === 2 ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector2$1.fromBufferAttribute( this, i ); -+ _vector2$1.applyMatrix3( m ); -+ -+ this.setXY( i, _vector2$1.x, _vector2$1.y ); -+ - } -- } else if (this.itemSize === 3) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.applyMatrix3(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ } else if ( this.itemSize === 3 ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ _vector$9.applyMatrix3( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - } -+ - return this; -+ - } -- applyMatrix4(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.applyMatrix4(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ applyMatrix4( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ -+ _vector$9.applyMatrix4( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - return this; -+ - } -- applyNormalMatrix(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.applyNormalMatrix(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ applyNormalMatrix( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ -+ _vector$9.applyNormalMatrix( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - return this; -+ - } -- transformDirection(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$9.fromBufferAttribute(this, i); -- _vector$9.transformDirection(m); -- this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); -+ -+ transformDirection( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$9.fromBufferAttribute( this, i ); -+ -+ _vector$9.transformDirection( m ); -+ -+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); -+ - } -+ - return this; -+ - } -- set(value, offset = 0) { -+ -+ set( value, offset = 0 ) { -+ - // Matching BufferAttribute constructor, do not normalize the array. -- this.array.set(value, offset); -+ this.array.set( value, offset ); -+ - return this; -+ - } -- getX(index) { -- let x = this.array[index * this.itemSize]; -- if (this.normalized) x = denormalize(x, this.array); -+ -+ getX( index ) { -+ -+ let x = this.array[ index * this.itemSize ]; -+ -+ if ( this.normalized ) x = denormalize( x, this.array ); -+ - return x; -+ - } -- setX(index, x) { -- if (this.normalized) x = normalize(x, this.array); -- this.array[index * this.itemSize] = x; -+ -+ setX( index, x ) { -+ -+ if ( this.normalized ) x = normalize( x, this.array ); -+ -+ this.array[ index * this.itemSize ] = x; -+ - return this; -+ - } -- getY(index) { -- let y = this.array[index * this.itemSize + 1]; -- if (this.normalized) y = denormalize(y, this.array); -+ -+ getY( index ) { -+ -+ let y = this.array[ index * this.itemSize + 1 ]; -+ -+ if ( this.normalized ) y = denormalize( y, this.array ); -+ - return y; -+ - } -- setY(index, y) { -- if (this.normalized) y = normalize(y, this.array); -- this.array[index * this.itemSize + 1] = y; -+ -+ setY( index, y ) { -+ -+ if ( this.normalized ) y = normalize( y, this.array ); -+ -+ this.array[ index * this.itemSize + 1 ] = y; -+ - return this; -+ - } -- getZ(index) { -- let z = this.array[index * this.itemSize + 2]; -- if (this.normalized) z = denormalize(z, this.array); -+ -+ getZ( index ) { -+ -+ let z = this.array[ index * this.itemSize + 2 ]; -+ -+ if ( this.normalized ) z = denormalize( z, this.array ); -+ - return z; -+ - } -- setZ(index, z) { -- if (this.normalized) z = normalize(z, this.array); -- this.array[index * this.itemSize + 2] = z; -+ -+ setZ( index, z ) { -+ -+ if ( this.normalized ) z = normalize( z, this.array ); -+ -+ this.array[ index * this.itemSize + 2 ] = z; -+ - return this; -+ - } -- getW(index) { -- let w = this.array[index * this.itemSize + 3]; -- if (this.normalized) w = denormalize(w, this.array); -+ -+ getW( index ) { -+ -+ let w = this.array[ index * this.itemSize + 3 ]; -+ -+ if ( this.normalized ) w = denormalize( w, this.array ); -+ - return w; -+ - } -- setW(index, w) { -- if (this.normalized) w = normalize(w, this.array); -- this.array[index * this.itemSize + 3] = w; -+ -+ setW( index, w ) { -+ -+ if ( this.normalized ) w = normalize( w, this.array ); -+ -+ this.array[ index * this.itemSize + 3 ] = w; -+ - return this; -+ - } -- setXY(index, x, y) { -+ -+ setXY( index, x, y ) { -+ - index *= this.itemSize; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ - } -- this.array[index + 0] = x; -- this.array[index + 1] = y; -+ -+ this.array[ index + 0 ] = x; -+ this.array[ index + 1 ] = y; -+ - return this; -+ - } -- setXYZ(index, x, y, z) { -+ -+ setXYZ( index, x, y, z ) { -+ - index *= this.itemSize; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ - } -- this.array[index + 0] = x; -- this.array[index + 1] = y; -- this.array[index + 2] = z; -+ -+ this.array[ index + 0 ] = x; -+ this.array[ index + 1 ] = y; -+ this.array[ index + 2 ] = z; -+ - return this; -+ - } -- setXYZW(index, x, y, z, w) { -+ -+ setXYZW( index, x, y, z, w ) { -+ - index *= this.itemSize; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -- w = normalize(w, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ w = normalize( w, this.array ); -+ - } -- this.array[index + 0] = x; -- this.array[index + 1] = y; -- this.array[index + 2] = z; -- this.array[index + 3] = w; -+ -+ this.array[ index + 0 ] = x; -+ this.array[ index + 1 ] = y; -+ this.array[ index + 2 ] = z; -+ this.array[ index + 3 ] = w; -+ - return this; -+ - } -- onUpload(callback) { -+ -+ onUpload( callback ) { -+ - this.onUploadCallback = callback; -+ - return this; -+ - } -+ - clone() { -- return new this.constructor(this.array, this.itemSize).copy(this); -+ -+ return new this.constructor( this.array, this.itemSize ).copy( this ); -+ - } -+ - toJSON() { -+ - const data = { - itemSize: this.itemSize, - type: this.array.constructor.name, -- array: Array.from(this.array), -+ array: Array.from( this.array ), - normalized: this.normalized - }; -- if (this.name !== '') data.name = this.name; -- if (this.usage !== StaticDrawUsage) data.usage = this.usage; -- if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange; -+ -+ if ( this.name !== '' ) data.name = this.name; -+ if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; -+ if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange; -+ - return data; -+ - } - - // @deprecated - - copyColorsArray() { -- console.error('THREE.BufferAttribute: copyColorsArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyColorsArray() was removed in r144.' ); -+ - } -+ - copyVector2sArray() { -- console.error('THREE.BufferAttribute: copyVector2sArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyVector2sArray() was removed in r144.' ); -+ - } -+ - copyVector3sArray() { -- console.error('THREE.BufferAttribute: copyVector3sArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyVector3sArray() was removed in r144.' ); -+ - } -+ - copyVector4sArray() { -- console.error('THREE.BufferAttribute: copyVector4sArray() was removed in r144.'); -+ -+ console.error( 'THREE.BufferAttribute: copyVector4sArray() was removed in r144.' ); -+ - } -+ - } - - // - - class Int8BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Int8Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Int8Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint8BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint8Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint8Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint8ClampedBufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint8ClampedArray(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint8ClampedArray( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Int16BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Int16Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Int16Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint16BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint16Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint16Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Int32BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Int32Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Int32Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Uint32BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint32Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint32Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Float16BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Uint16Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Uint16Array( array ), itemSize, normalized ); -+ - this.isFloat16BufferAttribute = true; -+ - } -+ - } -+ -+ - class Float32BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Float32Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Float32Array( array ), itemSize, normalized ); -+ - } -+ - } -+ - class Float64BufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized) { -- super(new Float64Array(array), itemSize, normalized); -+ -+ constructor( array, itemSize, normalized ) { -+ -+ super( new Float64Array( array ), itemSize, normalized ); -+ - } -+ - } - - let _id$1 = 0; -- const _m1 = /*@__PURE__*/new Matrix4(); -- const _obj = /*@__PURE__*/new Object3D(); -- const _offset = /*@__PURE__*/new Vector3(); -- const _box$1 = /*@__PURE__*/new Box3(); -- const _boxMorphTargets = /*@__PURE__*/new Box3(); -- const _vector$8 = /*@__PURE__*/new Vector3(); -+ -+ const _m1 = /*@__PURE__*/ new Matrix4(); -+ const _obj = /*@__PURE__*/ new Object3D(); -+ const _offset = /*@__PURE__*/ new Vector3(); -+ const _box$1 = /*@__PURE__*/ new Box3(); -+ const _boxMorphTargets = /*@__PURE__*/ new Box3(); -+ const _vector$8 = /*@__PURE__*/ new Vector3(); -+ - class BufferGeometry extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isBufferGeometry = true; -- Object.defineProperty(this, 'id', { -- value: _id$1++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: _id$1 ++ } ); -+ - this.uuid = generateUUID(); -+ - this.name = ''; - this.type = 'BufferGeometry'; -+ - this.index = null; - this.attributes = {}; -+ - this.morphAttributes = {}; - this.morphTargetsRelative = false; -+ - this.groups = []; -+ - this.boundingBox = null; - this.boundingSphere = null; -- this.drawRange = { -- start: 0, -- count: Infinity -- }; -+ -+ this.drawRange = { start: 0, count: Infinity }; -+ - this.userData = {}; -+ - } -+ - getIndex() { -+ - return this.index; -+ - } -- setIndex(index) { -- if (Array.isArray(index)) { -- this.index = new (arrayNeedsUint32(index) ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1); -+ -+ setIndex( index ) { -+ -+ if ( Array.isArray( index ) ) { -+ -+ this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); -+ - } else { -+ - this.index = index; -+ - } -+ - return this; -+ - } -- getAttribute(name) { -- return this.attributes[name]; -+ -+ getAttribute( name ) { -+ -+ return this.attributes[ name ]; -+ - } -- setAttribute(name, attribute) { -- this.attributes[name] = attribute; -+ -+ setAttribute( name, attribute ) { -+ -+ this.attributes[ name ] = attribute; -+ - return this; -+ - } -- deleteAttribute(name) { -- delete this.attributes[name]; -+ -+ deleteAttribute( name ) { -+ -+ delete this.attributes[ name ]; -+ - return this; -+ - } -- hasAttribute(name) { -- return this.attributes[name] !== undefined; -+ -+ hasAttribute( name ) { -+ -+ return this.attributes[ name ] !== undefined; -+ - } -- addGroup(start, count, materialIndex = 0) { -- this.groups.push({ -+ -+ addGroup( start, count, materialIndex = 0 ) { -+ -+ this.groups.push( { -+ - start: start, - count: count, - materialIndex: materialIndex -- }); -+ -+ } ); -+ - } -+ - clearGroups() { -+ - this.groups = []; -+ - } -- setDrawRange(start, count) { -+ -+ setDrawRange( start, count ) { -+ - this.drawRange.start = start; - this.drawRange.count = count; -+ - } -- applyMatrix4(matrix) { -+ -+ applyMatrix4( matrix ) { -+ - const position = this.attributes.position; -- if (position !== undefined) { -- position.applyMatrix4(matrix); -+ -+ if ( position !== undefined ) { -+ -+ position.applyMatrix4( matrix ); -+ - position.needsUpdate = true; -+ - } -+ - const normal = this.attributes.normal; -- if (normal !== undefined) { -- const normalMatrix = new Matrix3().getNormalMatrix(matrix); -- normal.applyNormalMatrix(normalMatrix); -+ -+ if ( normal !== undefined ) { -+ -+ const normalMatrix = new Matrix3().getNormalMatrix( matrix ); -+ -+ normal.applyNormalMatrix( normalMatrix ); -+ - normal.needsUpdate = true; -+ - } -+ - const tangent = this.attributes.tangent; -- if (tangent !== undefined) { -- tangent.transformDirection(matrix); -+ -+ if ( tangent !== undefined ) { -+ -+ tangent.transformDirection( matrix ); -+ - tangent.needsUpdate = true; -+ - } -- if (this.boundingBox !== null) { -+ -+ if ( this.boundingBox !== null ) { -+ - this.computeBoundingBox(); -+ - } -- if (this.boundingSphere !== null) { -+ -+ if ( this.boundingSphere !== null ) { -+ - this.computeBoundingSphere(); -+ - } -+ - return this; -+ - } -- applyQuaternion(q) { -- _m1.makeRotationFromQuaternion(q); -- this.applyMatrix4(_m1); -+ -+ applyQuaternion( q ) { -+ -+ _m1.makeRotationFromQuaternion( q ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- rotateX(angle) { -+ -+ rotateX( angle ) { -+ - // rotate geometry around world x-axis - -- _m1.makeRotationX(angle); -- this.applyMatrix4(_m1); -+ _m1.makeRotationX( angle ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- rotateY(angle) { -+ -+ rotateY( angle ) { -+ - // rotate geometry around world y-axis - -- _m1.makeRotationY(angle); -- this.applyMatrix4(_m1); -+ _m1.makeRotationY( angle ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- rotateZ(angle) { -+ -+ rotateZ( angle ) { -+ - // rotate geometry around world z-axis - -- _m1.makeRotationZ(angle); -- this.applyMatrix4(_m1); -+ _m1.makeRotationZ( angle ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- translate(x, y, z) { -+ -+ translate( x, y, z ) { -+ - // translate geometry - -- _m1.makeTranslation(x, y, z); -- this.applyMatrix4(_m1); -+ _m1.makeTranslation( x, y, z ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- scale(x, y, z) { -+ -+ scale( x, y, z ) { -+ - // scale geometry - -- _m1.makeScale(x, y, z); -- this.applyMatrix4(_m1); -+ _m1.makeScale( x, y, z ); -+ -+ this.applyMatrix4( _m1 ); -+ - return this; -+ - } -- lookAt(vector) { -- _obj.lookAt(vector); -+ -+ lookAt( vector ) { -+ -+ _obj.lookAt( vector ); -+ - _obj.updateMatrix(); -- this.applyMatrix4(_obj.matrix); -+ -+ this.applyMatrix4( _obj.matrix ); -+ - return this; -+ - } -+ - center() { -+ - this.computeBoundingBox(); -- this.boundingBox.getCenter(_offset).negate(); -- this.translate(_offset.x, _offset.y, _offset.z); -+ -+ this.boundingBox.getCenter( _offset ).negate(); -+ -+ this.translate( _offset.x, _offset.y, _offset.z ); -+ - return this; -+ - } -- setFromPoints(points) { -+ -+ setFromPoints( points ) { -+ - const position = []; -- for (let i = 0, l = points.length; i < l; i++) { -- const point = points[i]; -- position.push(point.x, point.y, point.z || 0); -+ -+ for ( let i = 0, l = points.length; i < l; i ++ ) { -+ -+ const point = points[ i ]; -+ position.push( point.x, point.y, point.z || 0 ); -+ - } -- this.setAttribute('position', new Float32BufferAttribute(position, 3)); -+ -+ this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); -+ - return this; -+ - } -+ - computeBoundingBox() { -- if (this.boundingBox === null) { -+ -+ if ( this.boundingBox === null ) { -+ - this.boundingBox = new Box3(); -+ - } -+ - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; -- if (position && position.isGLBufferAttribute) { -- console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this); -- this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity)); -+ -+ if ( position && position.isGLBufferAttribute ) { -+ -+ console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this ); -+ -+ this.boundingBox.set( -+ new Vector3( - Infinity, - Infinity, - Infinity ), -+ new Vector3( + Infinity, + Infinity, + Infinity ) -+ ); -+ - return; -+ - } -- if (position !== undefined) { -- this.boundingBox.setFromBufferAttribute(position); -+ -+ if ( position !== undefined ) { -+ -+ this.boundingBox.setFromBufferAttribute( position ); - - // process morph attributes if present - -- if (morphAttributesPosition) { -- for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { -- const morphAttribute = morphAttributesPosition[i]; -- _box$1.setFromBufferAttribute(morphAttribute); -- if (this.morphTargetsRelative) { -- _vector$8.addVectors(this.boundingBox.min, _box$1.min); -- this.boundingBox.expandByPoint(_vector$8); -- _vector$8.addVectors(this.boundingBox.max, _box$1.max); -- this.boundingBox.expandByPoint(_vector$8); -+ if ( morphAttributesPosition ) { -+ -+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { -+ -+ const morphAttribute = morphAttributesPosition[ i ]; -+ _box$1.setFromBufferAttribute( morphAttribute ); -+ -+ if ( this.morphTargetsRelative ) { -+ -+ _vector$8.addVectors( this.boundingBox.min, _box$1.min ); -+ this.boundingBox.expandByPoint( _vector$8 ); -+ -+ _vector$8.addVectors( this.boundingBox.max, _box$1.max ); -+ this.boundingBox.expandByPoint( _vector$8 ); -+ - } else { -- this.boundingBox.expandByPoint(_box$1.min); -- this.boundingBox.expandByPoint(_box$1.max); -+ -+ this.boundingBox.expandByPoint( _box$1.min ); -+ this.boundingBox.expandByPoint( _box$1.max ); -+ - } -+ - } -+ - } -+ - } else { -+ - this.boundingBox.makeEmpty(); -+ - } -- if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) { -- console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this); -+ -+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { -+ -+ console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); -+ - } -+ - } -+ - computeBoundingSphere() { -- if (this.boundingSphere === null) { -+ -+ if ( this.boundingSphere === null ) { -+ - this.boundingSphere = new Sphere(); -+ - } -+ - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; -- if (position && position.isGLBufferAttribute) { -- console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this); -- this.boundingSphere.set(new Vector3(), Infinity); -+ -+ if ( position && position.isGLBufferAttribute ) { -+ -+ console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ); -+ -+ this.boundingSphere.set( new Vector3(), Infinity ); -+ - return; -+ - } -- if (position) { -+ -+ if ( position ) { -+ - // first, find the center of the bounding sphere - - const center = this.boundingSphere.center; -- _box$1.setFromBufferAttribute(position); -+ -+ _box$1.setFromBufferAttribute( position ); - - // process morph attributes if present - -- if (morphAttributesPosition) { -- for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { -- const morphAttribute = morphAttributesPosition[i]; -- _boxMorphTargets.setFromBufferAttribute(morphAttribute); -- if (this.morphTargetsRelative) { -- _vector$8.addVectors(_box$1.min, _boxMorphTargets.min); -- _box$1.expandByPoint(_vector$8); -- _vector$8.addVectors(_box$1.max, _boxMorphTargets.max); -- _box$1.expandByPoint(_vector$8); -+ if ( morphAttributesPosition ) { -+ -+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { -+ -+ const morphAttribute = morphAttributesPosition[ i ]; -+ _boxMorphTargets.setFromBufferAttribute( morphAttribute ); -+ -+ if ( this.morphTargetsRelative ) { -+ -+ _vector$8.addVectors( _box$1.min, _boxMorphTargets.min ); -+ _box$1.expandByPoint( _vector$8 ); -+ -+ _vector$8.addVectors( _box$1.max, _boxMorphTargets.max ); -+ _box$1.expandByPoint( _vector$8 ); -+ - } else { -- _box$1.expandByPoint(_boxMorphTargets.min); -- _box$1.expandByPoint(_boxMorphTargets.max); -+ -+ _box$1.expandByPoint( _boxMorphTargets.min ); -+ _box$1.expandByPoint( _boxMorphTargets.max ); -+ - } -+ - } -+ - } -- _box$1.getCenter(center); -+ -+ _box$1.getCenter( center ); - - // second, try to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - let maxRadiusSq = 0; -- for (let i = 0, il = position.count; i < il; i++) { -- _vector$8.fromBufferAttribute(position, i); -- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8)); -+ -+ for ( let i = 0, il = position.count; i < il; i ++ ) { -+ -+ _vector$8.fromBufferAttribute( position, i ); -+ -+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); -+ - } - - // process morph attributes if present - -- if (morphAttributesPosition) { -- for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { -- const morphAttribute = morphAttributesPosition[i]; -+ if ( morphAttributesPosition ) { -+ -+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { -+ -+ const morphAttribute = morphAttributesPosition[ i ]; - const morphTargetsRelative = this.morphTargetsRelative; -- for (let j = 0, jl = morphAttribute.count; j < jl; j++) { -- _vector$8.fromBufferAttribute(morphAttribute, j); -- if (morphTargetsRelative) { -- _offset.fromBufferAttribute(position, j); -- _vector$8.add(_offset); -+ -+ for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { -+ -+ _vector$8.fromBufferAttribute( morphAttribute, j ); -+ -+ if ( morphTargetsRelative ) { -+ -+ _offset.fromBufferAttribute( position, j ); -+ _vector$8.add( _offset ); -+ - } -- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8)); -+ -+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); -+ - } -+ - } -+ - } -- this.boundingSphere.radius = Math.sqrt(maxRadiusSq); -- if (isNaN(this.boundingSphere.radius)) { -- console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this); -+ -+ 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 ); -+ - } -+ - } -+ - } -+ - computeTangents() { -+ - const index = this.index; - const attributes = this.attributes; - - // based on http://www.terathon.com/code/tangent.html - // (per vertex tangents) - -- if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) { -- console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)'); -+ if ( index === null || -+ attributes.position === undefined || -+ attributes.normal === undefined || -+ attributes.uv === undefined ) { -+ -+ console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); - return; -+ - } -+ - const indices = index.array; - const positions = attributes.position.array; - const normals = attributes.normal.array; - const uvs = attributes.uv.array; -+ - const nVertices = positions.length / 3; -- if (this.hasAttribute('tangent') === false) { -- this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4)); -+ -+ if ( this.hasAttribute( 'tangent' ) === false ) { -+ -+ this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); -+ - } -- const tangents = this.getAttribute('tangent').array; -- const tan1 = [], -- tan2 = []; -- for (let i = 0; i < nVertices; i++) { -- tan1[i] = new Vector3(); -- tan2[i] = new Vector3(); -+ -+ const tangents = this.getAttribute( 'tangent' ).array; -+ -+ const tan1 = [], tan2 = []; -+ -+ for ( let i = 0; i < nVertices; i ++ ) { -+ -+ tan1[ i ] = new Vector3(); -+ tan2[ i ] = new Vector3(); -+ - } -+ - const vA = new Vector3(), - vB = new Vector3(), - vC = new Vector3(), -+ - uvA = new Vector2(), - uvB = new Vector2(), - uvC = new Vector2(), -+ - sdir = new Vector3(), - tdir = new Vector3(); -- function handleTriangle(a, b, c) { -- vA.fromArray(positions, a * 3); -- vB.fromArray(positions, b * 3); -- vC.fromArray(positions, c * 3); -- uvA.fromArray(uvs, a * 2); -- uvB.fromArray(uvs, b * 2); -- uvC.fromArray(uvs, c * 2); -- vB.sub(vA); -- vC.sub(vA); -- uvB.sub(uvA); -- uvC.sub(uvA); -- const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); -+ -+ function handleTriangle( a, b, c ) { -+ -+ vA.fromArray( positions, a * 3 ); -+ vB.fromArray( positions, b * 3 ); -+ vC.fromArray( positions, c * 3 ); -+ -+ uvA.fromArray( uvs, a * 2 ); -+ uvB.fromArray( uvs, b * 2 ); -+ uvC.fromArray( uvs, c * 2 ); -+ -+ vB.sub( vA ); -+ vC.sub( vA ); -+ -+ uvB.sub( uvA ); -+ uvC.sub( uvA ); -+ -+ const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); - - // silently ignore degenerate uv triangles having coincident or colinear vertices - -- if (!isFinite(r)) return; -- sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r); -- tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r); -- tan1[a].add(sdir); -- tan1[b].add(sdir); -- tan1[c].add(sdir); -- tan2[a].add(tdir); -- tan2[b].add(tdir); -- tan2[c].add(tdir); -+ if ( ! isFinite( r ) ) return; -+ -+ sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); -+ tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); -+ -+ tan1[ a ].add( sdir ); -+ tan1[ b ].add( sdir ); -+ tan1[ c ].add( sdir ); -+ -+ tan2[ a ].add( tdir ); -+ tan2[ b ].add( tdir ); -+ tan2[ c ].add( tdir ); -+ - } -+ - let groups = this.groups; -- if (groups.length === 0) { -- groups = [{ -+ -+ if ( groups.length === 0 ) { -+ -+ groups = [ { - start: 0, - count: indices.length -- }]; -+ } ]; -+ - } -- for (let i = 0, il = groups.length; i < il; ++i) { -- const group = groups[i]; -+ -+ for ( let i = 0, il = groups.length; i < il; ++ i ) { -+ -+ const group = groups[ i ]; -+ - const start = group.start; - const count = group.count; -- for (let j = start, jl = start + count; j < jl; j += 3) { -- handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]); -+ -+ for ( let j = start, jl = start + count; j < jl; j += 3 ) { -+ -+ handleTriangle( -+ indices[ j + 0 ], -+ indices[ j + 1 ], -+ indices[ j + 2 ] -+ ); -+ - } -+ - } -- const tmp = new Vector3(), -- tmp2 = new Vector3(); -- const n = new Vector3(), -- n2 = new Vector3(); -- function handleVertex(v) { -- n.fromArray(normals, v * 3); -- n2.copy(n); -- const t = tan1[v]; -+ -+ const tmp = new Vector3(), tmp2 = new Vector3(); -+ const n = new Vector3(), n2 = new Vector3(); -+ -+ function handleVertex( v ) { -+ -+ n.fromArray( normals, v * 3 ); -+ n2.copy( n ); -+ -+ const t = tan1[ v ]; - - // Gram-Schmidt orthogonalize - -- tmp.copy(t); -- tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); -+ tmp.copy( t ); -+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); - - // Calculate handedness - -- tmp2.crossVectors(n2, t); -- const test = tmp2.dot(tan2[v]); -- const w = test < 0.0 ? -1.0 : 1.0; -- tangents[v * 4] = tmp.x; -- tangents[v * 4 + 1] = tmp.y; -- tangents[v * 4 + 2] = tmp.z; -- tangents[v * 4 + 3] = w; -+ tmp2.crossVectors( n2, t ); -+ const test = tmp2.dot( tan2[ v ] ); -+ const w = ( test < 0.0 ) ? - 1.0 : 1.0; -+ -+ tangents[ v * 4 ] = tmp.x; -+ tangents[ v * 4 + 1 ] = tmp.y; -+ tangents[ v * 4 + 2 ] = tmp.z; -+ tangents[ v * 4 + 3 ] = w; -+ - } -- for (let i = 0, il = groups.length; i < il; ++i) { -- const group = groups[i]; -+ -+ for ( let i = 0, il = groups.length; i < il; ++ i ) { -+ -+ const group = groups[ i ]; -+ - const start = group.start; - const count = group.count; -- for (let j = start, jl = start + count; j < jl; j += 3) { -- handleVertex(indices[j + 0]); -- handleVertex(indices[j + 1]); -- handleVertex(indices[j + 2]); -+ -+ for ( let j = start, jl = start + count; j < jl; j += 3 ) { -+ -+ handleVertex( indices[ j + 0 ] ); -+ handleVertex( indices[ j + 1 ] ); -+ handleVertex( indices[ j + 2 ] ); -+ - } -+ - } -+ - } -+ - computeVertexNormals() { -+ - const index = this.index; -- const positionAttribute = this.getAttribute('position'); -- if (positionAttribute !== undefined) { -- let normalAttribute = this.getAttribute('normal'); -- if (normalAttribute === undefined) { -- normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3); -- this.setAttribute('normal', normalAttribute); -+ const positionAttribute = this.getAttribute( 'position' ); -+ -+ if ( positionAttribute !== undefined ) { -+ -+ let normalAttribute = this.getAttribute( 'normal' ); -+ -+ if ( normalAttribute === undefined ) { -+ -+ normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); -+ this.setAttribute( 'normal', normalAttribute ); -+ - } else { -+ - // reset existing normals to zero - -- for (let i = 0, il = normalAttribute.count; i < il; i++) { -- normalAttribute.setXYZ(i, 0, 0, 0); -+ for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { -+ -+ normalAttribute.setXYZ( i, 0, 0, 0 ); -+ - } -+ - } -- const pA = new Vector3(), -- pB = new Vector3(), -- pC = new Vector3(); -- const nA = new Vector3(), -- nB = new Vector3(), -- nC = new Vector3(); -- const cb = new Vector3(), -- ab = new Vector3(); -+ -+ const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); -+ const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); -+ const cb = new Vector3(), ab = new Vector3(); - - // indexed elements - -- if (index) { -- for (let i = 0, il = index.count; i < il; i += 3) { -- const vA = index.getX(i + 0); -- const vB = index.getX(i + 1); -- const vC = index.getX(i + 2); -- pA.fromBufferAttribute(positionAttribute, vA); -- pB.fromBufferAttribute(positionAttribute, vB); -- pC.fromBufferAttribute(positionAttribute, vC); -- cb.subVectors(pC, pB); -- ab.subVectors(pA, pB); -- cb.cross(ab); -- nA.fromBufferAttribute(normalAttribute, vA); -- nB.fromBufferAttribute(normalAttribute, vB); -- nC.fromBufferAttribute(normalAttribute, vC); -- nA.add(cb); -- nB.add(cb); -- nC.add(cb); -- normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z); -- normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z); -- normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z); -+ if ( index ) { -+ -+ for ( let i = 0, il = index.count; i < il; i += 3 ) { -+ -+ const vA = index.getX( i + 0 ); -+ const vB = index.getX( i + 1 ); -+ const vC = index.getX( i + 2 ); -+ -+ pA.fromBufferAttribute( positionAttribute, vA ); -+ pB.fromBufferAttribute( positionAttribute, vB ); -+ pC.fromBufferAttribute( positionAttribute, vC ); -+ -+ cb.subVectors( pC, pB ); -+ ab.subVectors( pA, pB ); -+ cb.cross( ab ); -+ -+ nA.fromBufferAttribute( normalAttribute, vA ); -+ nB.fromBufferAttribute( normalAttribute, vB ); -+ nC.fromBufferAttribute( normalAttribute, vC ); -+ -+ nA.add( cb ); -+ nB.add( cb ); -+ nC.add( cb ); -+ -+ normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); -+ normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); -+ normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); -+ - } -+ - } else { -+ - // non-indexed elements (unconnected triangle soup) - -- for (let i = 0, il = positionAttribute.count; i < il; i += 3) { -- pA.fromBufferAttribute(positionAttribute, i + 0); -- pB.fromBufferAttribute(positionAttribute, i + 1); -- pC.fromBufferAttribute(positionAttribute, i + 2); -- cb.subVectors(pC, pB); -- ab.subVectors(pA, pB); -- cb.cross(ab); -- normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z); -- normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z); -- normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z); -+ for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { -+ -+ pA.fromBufferAttribute( positionAttribute, i + 0 ); -+ pB.fromBufferAttribute( positionAttribute, i + 1 ); -+ pC.fromBufferAttribute( positionAttribute, i + 2 ); -+ -+ cb.subVectors( pC, pB ); -+ ab.subVectors( pA, pB ); -+ cb.cross( ab ); -+ -+ normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); -+ normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); -+ normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); -+ - } -+ - } -+ - this.normalizeNormals(); -+ - normalAttribute.needsUpdate = true; -+ - } -+ - } - - // @deprecated since r144 - - merge() { -- console.error('THREE.BufferGeometry.merge() has been removed. Use THREE.BufferGeometryUtils.mergeBufferGeometries() instead.'); -+ -+ console.error( 'THREE.BufferGeometry.merge() has been removed. Use THREE.BufferGeometryUtils.mergeBufferGeometries() instead.' ); - return this; -+ - } -+ - normalizeNormals() { -+ - const normals = this.attributes.normal; -- for (let i = 0, il = normals.count; i < il; i++) { -- _vector$8.fromBufferAttribute(normals, i); -+ -+ for ( let i = 0, il = normals.count; i < il; i ++ ) { -+ -+ _vector$8.fromBufferAttribute( normals, i ); -+ - _vector$8.normalize(); -- normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z); -+ -+ normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); -+ - } -+ - } -+ - toNonIndexed() { -- function convertBufferAttribute(attribute, indices) { -+ -+ function convertBufferAttribute( attribute, indices ) { -+ - const array = attribute.array; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; -- const array2 = new array.constructor(indices.length * itemSize); -- let index = 0, -- index2 = 0; -- for (let i = 0, l = indices.length; i < l; i++) { -- if (attribute.isInterleavedBufferAttribute) { -- index = indices[i] * attribute.data.stride + attribute.offset; -- } else { -- index = indices[i] * itemSize; -- } -- for (let j = 0; j < itemSize; j++) { -- array2[index2++] = array[index++]; -- } -- } -- return new BufferAttribute(array2, itemSize, normalized); -- } - -- // -+ const array2 = new array.constructor( indices.length * itemSize ); - -- if (this.index === null) { -- console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.'); -- return this; -- } -- const geometry2 = new BufferGeometry(); -- const indices = this.index.array; -+ let index = 0, index2 = 0; -+ -+ for ( let i = 0, l = indices.length; i < l; i ++ ) { -+ -+ if ( attribute.isInterleavedBufferAttribute ) { -+ -+ index = indices[ i ] * attribute.data.stride + attribute.offset; -+ -+ } else { -+ -+ index = indices[ i ] * itemSize; -+ -+ } -+ -+ for ( let j = 0; j < itemSize; j ++ ) { -+ -+ array2[ index2 ++ ] = array[ index ++ ]; -+ -+ } -+ -+ } -+ -+ return new BufferAttribute( array2, itemSize, normalized ); -+ -+ } -+ -+ // -+ -+ if ( this.index === null ) { -+ -+ console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); -+ return this; -+ -+ } -+ -+ const geometry2 = new BufferGeometry(); -+ -+ const indices = this.index.array; - const attributes = this.attributes; - - // attributes - -- for (const name in attributes) { -- const attribute = attributes[name]; -- const newAttribute = convertBufferAttribute(attribute, indices); -- geometry2.setAttribute(name, newAttribute); -+ for ( const name in attributes ) { -+ -+ const attribute = attributes[ name ]; -+ -+ const newAttribute = convertBufferAttribute( attribute, indices ); -+ -+ geometry2.setAttribute( name, newAttribute ); -+ - } - - // morph attributes - - const morphAttributes = this.morphAttributes; -- for (const name in morphAttributes) { -+ -+ for ( const name in morphAttributes ) { -+ - const morphArray = []; -- const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes -+ const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes -+ -+ for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { -+ -+ const attribute = morphAttribute[ i ]; -+ -+ const newAttribute = convertBufferAttribute( attribute, indices ); -+ -+ morphArray.push( newAttribute ); - -- for (let i = 0, il = morphAttribute.length; i < il; i++) { -- const attribute = morphAttribute[i]; -- const newAttribute = convertBufferAttribute(attribute, indices); -- morphArray.push(newAttribute); - } -- geometry2.morphAttributes[name] = morphArray; -+ -+ geometry2.morphAttributes[ name ] = morphArray; -+ - } -+ - geometry2.morphTargetsRelative = this.morphTargetsRelative; - - // groups - - const groups = this.groups; -- for (let i = 0, l = groups.length; i < l; i++) { -- const group = groups[i]; -- geometry2.addGroup(group.start, group.count, group.materialIndex); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ const group = groups[ i ]; -+ geometry2.addGroup( group.start, group.count, group.materialIndex ); -+ - } -+ - return geometry2; -+ - } -+ - toJSON() { -+ - const data = { - metadata: { - version: 4.5, -@@ -6946,68 +10621,113 @@ - - 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) { -+ if ( this.name !== '' ) data.name = this.name; -+ if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; -+ -+ if ( this.parameters !== undefined ) { -+ - const parameters = this.parameters; -- for (const key in parameters) { -- if (parameters[key] !== undefined) data[key] = parameters[key]; -+ -+ for ( const key in parameters ) { -+ -+ if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; -+ - } -+ - return data; -+ - } - - // for simplicity the code assumes attributes are not shared across geometries, see #15811 - -- data.data = { -- attributes: {} -- }; -+ data.data = { attributes: {} }; -+ - const index = this.index; -- if (index !== null) { -+ -+ if ( index !== null ) { -+ - data.data.index = { - type: index.array.constructor.name, -- array: Array.prototype.slice.call(index.array) -+ array: Array.prototype.slice.call( index.array ) - }; -+ - } -+ - const attributes = this.attributes; -- for (const key in attributes) { -- const attribute = attributes[key]; -- data.data.attributes[key] = attribute.toJSON(data.data); -+ -+ for ( const key in attributes ) { -+ -+ const attribute = attributes[ key ]; -+ -+ data.data.attributes[ key ] = attribute.toJSON( data.data ); -+ - } -+ - const morphAttributes = {}; - let hasMorphAttributes = false; -- for (const key in this.morphAttributes) { -- const attributeArray = this.morphAttributes[key]; -+ -+ for ( const key in this.morphAttributes ) { -+ -+ const attributeArray = this.morphAttributes[ key ]; -+ - const array = []; -- for (let i = 0, il = attributeArray.length; i < il; i++) { -- const attribute = attributeArray[i]; -- array.push(attribute.toJSON(data.data)); -+ -+ for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { -+ -+ const attribute = attributeArray[ i ]; -+ -+ array.push( attribute.toJSON( data.data ) ); -+ - } -- if (array.length > 0) { -- morphAttributes[key] = array; -+ -+ if ( array.length > 0 ) { -+ -+ morphAttributes[ key ] = array; -+ - hasMorphAttributes = true; -+ - } -+ - } -- if (hasMorphAttributes) { -+ -+ if ( hasMorphAttributes ) { -+ - data.data.morphAttributes = morphAttributes; - data.data.morphTargetsRelative = this.morphTargetsRelative; -+ - } -+ - const groups = this.groups; -- if (groups.length > 0) { -- data.data.groups = JSON.parse(JSON.stringify(groups)); -+ -+ if ( groups.length > 0 ) { -+ -+ data.data.groups = JSON.parse( JSON.stringify( groups ) ); -+ - } -+ - const boundingSphere = this.boundingSphere; -- if (boundingSphere !== null) { -+ -+ if ( boundingSphere !== null ) { -+ - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; -+ - } -+ - return data; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - // reset - - this.index = null; -@@ -7028,52 +10748,74 @@ - // index - - const index = source.index; -- if (index !== null) { -- this.setIndex(index.clone(data)); -+ -+ if ( index !== null ) { -+ -+ this.setIndex( index.clone( data ) ); -+ - } - - // attributes - - const attributes = source.attributes; -- for (const name in attributes) { -- const attribute = attributes[name]; -- this.setAttribute(name, attribute.clone(data)); -+ -+ for ( const name in attributes ) { -+ -+ const attribute = attributes[ name ]; -+ this.setAttribute( name, attribute.clone( data ) ); -+ - } - - // morph attributes - - const morphAttributes = source.morphAttributes; -- for (const name in morphAttributes) { -+ -+ for ( const name in morphAttributes ) { -+ - const array = []; -- const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes -+ const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes -+ -+ for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { -+ -+ array.push( morphAttribute[ i ].clone( data ) ); - -- for (let i = 0, l = morphAttribute.length; i < l; i++) { -- array.push(morphAttribute[i].clone(data)); - } -- this.morphAttributes[name] = array; -+ -+ this.morphAttributes[ name ] = array; -+ - } -+ - this.morphTargetsRelative = source.morphTargetsRelative; - - // groups - - const groups = source.groups; -- for (let i = 0, l = groups.length; i < l; i++) { -- const group = groups[i]; -- this.addGroup(group.start, group.count, group.materialIndex); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ const group = groups[ i ]; -+ this.addGroup( group.start, group.count, group.materialIndex ); -+ - } - - // bounding box - - const boundingBox = source.boundingBox; -- if (boundingBox !== null) { -+ -+ if ( boundingBox !== null ) { -+ - this.boundingBox = boundingBox.clone(); -+ - } - - // bounding sphere - - const boundingSphere = source.boundingSphere; -- if (boundingSphere !== null) { -+ -+ if ( boundingSphere !== null ) { -+ - this.boundingSphere = boundingSphere.clone(); -+ - } - - // draw range -@@ -7087,233 +10829,381 @@ - - // geometry generator parameters - -- if (source.parameters !== undefined) this.parameters = Object.assign({}, source.parameters); -+ if ( source.parameters !== undefined ) this.parameters = Object.assign( {}, source.parameters ); -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -- } -- } -- -- const _inverseMatrix$2 = /*@__PURE__*/new Matrix4(); -- const _ray$2 = /*@__PURE__*/new Ray(); -- const _sphere$3 = /*@__PURE__*/new Sphere(); -- const _vA$1 = /*@__PURE__*/new Vector3(); -- const _vB$1 = /*@__PURE__*/new Vector3(); -- const _vC$1 = /*@__PURE__*/new Vector3(); -- const _tempA = /*@__PURE__*/new Vector3(); -- const _morphA = /*@__PURE__*/new Vector3(); -- const _uvA$1 = /*@__PURE__*/new Vector2(); -- const _uvB$1 = /*@__PURE__*/new Vector2(); -- const _uvC$1 = /*@__PURE__*/new Vector2(); -- const _intersectionPoint = /*@__PURE__*/new Vector3(); -- const _intersectionPointWorld = /*@__PURE__*/new Vector3(); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ -+ } -+ -+ } -+ -+ const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); -+ const _ray$2 = /*@__PURE__*/ new Ray(); -+ const _sphere$3 = /*@__PURE__*/ new Sphere(); -+ -+ const _vA$1 = /*@__PURE__*/ new Vector3(); -+ const _vB$1 = /*@__PURE__*/ new Vector3(); -+ const _vC$1 = /*@__PURE__*/ new Vector3(); -+ -+ const _tempA = /*@__PURE__*/ new Vector3(); -+ const _morphA = /*@__PURE__*/ new Vector3(); -+ -+ const _uvA$1 = /*@__PURE__*/ new Vector2(); -+ const _uvB$1 = /*@__PURE__*/ new Vector2(); -+ const _uvC$1 = /*@__PURE__*/ new Vector2(); -+ -+ const _intersectionPoint = /*@__PURE__*/ new Vector3(); -+ const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); -+ - class Mesh extends Object3D { -- constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) { -+ -+ constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { -+ - super(); -+ - this.isMesh = true; -+ - this.type = 'Mesh'; -+ - this.geometry = geometry; - this.material = material; -+ - this.updateMorphTargets(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- if (source.morphTargetInfluences !== undefined) { -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ if ( source.morphTargetInfluences !== undefined ) { -+ - this.morphTargetInfluences = source.morphTargetInfluences.slice(); -+ - } -- if (source.morphTargetDictionary !== undefined) { -- this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary); -+ -+ if ( source.morphTargetDictionary !== undefined ) { -+ -+ this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); -+ - } -+ - this.material = source.material; - this.geometry = source.geometry; -+ - return this; -+ - } -+ - updateMorphTargets() { -+ - const geometry = this.geometry; -+ - const morphAttributes = geometry.morphAttributes; -- const keys = Object.keys(morphAttributes); -- if (keys.length > 0) { -- const morphAttribute = morphAttributes[keys[0]]; -- if (morphAttribute !== undefined) { -+ const keys = Object.keys( morphAttributes ); -+ -+ if ( keys.length > 0 ) { -+ -+ const morphAttribute = morphAttributes[ keys[ 0 ] ]; -+ -+ if ( morphAttribute !== undefined ) { -+ - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; -- for (let m = 0, ml = morphAttribute.length; m < ml; m++) { -- const name = morphAttribute[m].name || String(m); -- this.morphTargetInfluences.push(0); -- this.morphTargetDictionary[name] = m; -+ -+ for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { -+ -+ const name = morphAttribute[ m ].name || String( m ); -+ -+ this.morphTargetInfluences.push( 0 ); -+ this.morphTargetDictionary[ name ] = m; -+ - } -+ - } -+ - } -+ - } -- getVertexPosition(vert, target) { -+ -+ getVertexPosition( index, target ) { -+ - const geometry = this.geometry; - const position = geometry.attributes.position; - const morphPosition = geometry.morphAttributes.position; - const morphTargetsRelative = geometry.morphTargetsRelative; -- target.fromBufferAttribute(position, vert); -+ -+ target.fromBufferAttribute( position, index ); -+ - const morphInfluences = this.morphTargetInfluences; -- if (morphPosition && morphInfluences) { -- _morphA.set(0, 0, 0); -- for (let i = 0, il = morphPosition.length; i < il; i++) { -- const influence = morphInfluences[i]; -- const morphAttribute = morphPosition[i]; -- if (influence === 0) continue; -- _tempA.fromBufferAttribute(morphAttribute, vert); -- if (morphTargetsRelative) { -- _morphA.addScaledVector(_tempA, influence); -+ -+ if ( morphPosition && morphInfluences ) { -+ -+ _morphA.set( 0, 0, 0 ); -+ -+ for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { -+ -+ const influence = morphInfluences[ i ]; -+ const morphAttribute = morphPosition[ i ]; -+ -+ if ( influence === 0 ) continue; -+ -+ _tempA.fromBufferAttribute( morphAttribute, index ); -+ -+ if ( morphTargetsRelative ) { -+ -+ _morphA.addScaledVector( _tempA, influence ); -+ - } else { -- _morphA.addScaledVector(_tempA.sub(target), influence); -+ -+ _morphA.addScaledVector( _tempA.sub( target ), influence ); -+ - } -+ - } -- target.add(_morphA); -+ -+ target.add( _morphA ); -+ - } -- if (this.isSkinnedMesh) { -- this.boneTransform(vert, target); -+ -+ if ( this.isSkinnedMesh ) { -+ -+ this.boneTransform( index, target ); -+ - } -+ - return target; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const geometry = this.geometry; - const material = this.material; - const matrixWorld = this.matrixWorld; -- if (material === undefined) return; -+ -+ if ( material === undefined ) return; - - // Checking boundingSphere distance to ray - -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere$3.copy(geometry.boundingSphere); -- _sphere$3.applyMatrix4(matrixWorld); -- if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere$3.copy( geometry.boundingSphere ); -+ _sphere$3.applyMatrix4( matrixWorld ); -+ -+ if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; - - // - -- _inverseMatrix$2.copy(matrixWorld).invert(); -- _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); -+ _inverseMatrix$2.copy( matrixWorld ).invert(); -+ _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - - // Check boundingBox before continuing - -- if (geometry.boundingBox !== null) { -- if (_ray$2.intersectsBox(geometry.boundingBox) === false) return; -+ if ( geometry.boundingBox !== null ) { -+ -+ if ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return; -+ - } -+ - let intersection; -+ - const index = geometry.index; - const position = geometry.attributes.position; - const uv = geometry.attributes.uv; - const uv2 = geometry.attributes.uv2; - const groups = geometry.groups; - const drawRange = geometry.drawRange; -- if (index !== null) { -+ -+ if ( index !== null ) { -+ - // indexed buffer geometry - -- if (Array.isArray(material)) { -- for (let i = 0, il = groups.length; i < il; i++) { -- const group = groups[i]; -- const groupMaterial = material[group.materialIndex]; -- const start = Math.max(group.start, drawRange.start); -- const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count)); -- for (let j = start, jl = end; j < jl; j += 3) { -- const a = index.getX(j); -- const b = index.getX(j + 1); -- const c = index.getX(j + 2); -- intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics -+ if ( Array.isArray( material ) ) { -+ -+ for ( let i = 0, il = groups.length; i < il; i ++ ) { -+ -+ const group = groups[ i ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ const start = Math.max( group.start, drawRange.start ); -+ const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); -+ -+ for ( let j = start, jl = end; j < jl; j += 3 ) { -+ -+ const a = index.getX( j ); -+ const b = index.getX( j + 1 ); -+ const c = index.getX( j + 2 ); -+ -+ intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, 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); -+ intersects.push( intersection ); -+ - } -+ - } -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(index.count, drawRange.start + drawRange.count); -- for (let i = start, il = end; i < il; i += 3) { -- const a = index.getX(i); -- const b = index.getX(i + 1); -- const c = index.getX(i + 2); -- intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics -- intersects.push(intersection); -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, il = end; i < il; i += 3 ) { -+ -+ const a = index.getX( i ); -+ const b = index.getX( i + 1 ); -+ const c = index.getX( i + 2 ); -+ -+ intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, 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) { -+ -+ } else if ( position !== undefined ) { -+ - // non-indexed buffer geometry - -- if (Array.isArray(material)) { -- for (let i = 0, il = groups.length; i < il; i++) { -- const group = groups[i]; -- const groupMaterial = material[group.materialIndex]; -- const start = Math.max(group.start, drawRange.start); -- const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count)); -- for (let j = start, jl = end; j < jl; j += 3) { -+ if ( Array.isArray( material ) ) { -+ -+ for ( let i = 0, il = groups.length; i < il; i ++ ) { -+ -+ const group = groups[ i ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ const start = Math.max( group.start, drawRange.start ); -+ const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); -+ -+ for ( let j = start, jl = end; j < jl; j += 3 ) { -+ - const a = j; - const b = j + 1; - const c = j + 2; -- intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics -+ -+ intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, 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); -+ intersects.push( intersection ); -+ - } -+ - } -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(position.count, drawRange.start + drawRange.count); -- for (let i = start, il = end; i < il; i += 3) { -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, il = end; i < il; i += 3 ) { -+ - const a = i; - const b = i + 1; - const c = i + 2; -- intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, uv, uv2, a, b, c); -- if (intersection) { -- intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics -- intersects.push(intersection); -+ -+ intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, uv, uv2, a, b, c ); -+ -+ if ( intersection ) { -+ -+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics -+ intersects.push( intersection ); -+ - } -+ - } -+ - } -+ - } -+ - } -+ - } -- function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) { -+ -+ function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { -+ - let intersect; -- if (material.side === BackSide) { -- intersect = ray.intersectTriangle(pC, pB, pA, true, point); -+ -+ if ( material.side === BackSide ) { -+ -+ intersect = ray.intersectTriangle( pC, pB, pA, true, point ); -+ - } else { -- intersect = ray.intersectTriangle(pA, pB, pC, material.side === FrontSide, point); -+ -+ intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); -+ - } -- if (intersect === null) return null; -- _intersectionPointWorld.copy(point); -- _intersectionPointWorld.applyMatrix4(object.matrixWorld); -- const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld); -- if (distance < raycaster.near || distance > raycaster.far) return null; -- return { -- distance: distance, -- point: _intersectionPointWorld.clone(), -- object: object -+ -+ if ( intersect === null ) return null; -+ -+ _intersectionPointWorld.copy( point ); -+ _intersectionPointWorld.applyMatrix4( object.matrixWorld ); -+ -+ const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) return null; -+ -+ return { -+ distance: distance, -+ point: _intersectionPointWorld.clone(), -+ object: object - }; -+ - } -- function checkBufferGeometryIntersection(object, material, raycaster, ray, uv, uv2, a, b, c) { -- object.getVertexPosition(a, _vA$1); -- object.getVertexPosition(b, _vB$1); -- object.getVertexPosition(c, _vC$1); -- const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint); -- if (intersection) { -- if (uv) { -- _uvA$1.fromBufferAttribute(uv, a); -- _uvB$1.fromBufferAttribute(uv, b); -- _uvC$1.fromBufferAttribute(uv, c); -- intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()); -- } -- if (uv2) { -- _uvA$1.fromBufferAttribute(uv2, a); -- _uvB$1.fromBufferAttribute(uv2, b); -- _uvC$1.fromBufferAttribute(uv2, c); -- intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()); -+ -+ function checkBufferGeometryIntersection( object, material, raycaster, ray, uv, uv2, a, b, c ) { -+ -+ object.getVertexPosition( a, _vA$1 ); -+ object.getVertexPosition( b, _vB$1 ); -+ object.getVertexPosition( c, _vC$1 ); -+ -+ const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint ); -+ -+ if ( intersection ) { -+ -+ if ( uv ) { -+ -+ _uvA$1.fromBufferAttribute( uv, a ); -+ _uvB$1.fromBufferAttribute( uv, b ); -+ _uvC$1.fromBufferAttribute( uv, c ); -+ -+ intersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); -+ -+ } -+ -+ if ( uv2 ) { -+ -+ _uvA$1.fromBufferAttribute( uv2, a ); -+ _uvB$1.fromBufferAttribute( uv2, b ); -+ _uvC$1.fromBufferAttribute( uv2, c ); -+ -+ intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); -+ - } -+ - const face = { - a: a, - b: b, -@@ -7321,16 +11211,25 @@ - normal: new Vector3(), - materialIndex: 0 - }; -- Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal); -+ -+ Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); -+ - intersection.face = face; -+ - } -+ - return intersection; -+ - } - - class BoxGeometry extends BufferGeometry { -- constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) { -+ -+ constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { -+ - super(); -+ - this.type = 'BoxGeometry'; -+ - this.parameters = { - width: width, - height: height, -@@ -7339,13 +11238,14 @@ - heightSegments: heightSegments, - depthSegments: depthSegments - }; -+ - const scope = this; - - // segments - -- widthSegments = Math.floor(widthSegments); -- heightSegments = Math.floor(heightSegments); -- depthSegments = Math.floor(depthSegments); -+ widthSegments = Math.floor( widthSegments ); -+ heightSegments = Math.floor( heightSegments ); -+ depthSegments = Math.floor( depthSegments ); - - // buffers - -@@ -7361,67 +11261,78 @@ - - // 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 -+ 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) { -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ -+ function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { -+ - const segmentWidth = width / gridX; - const segmentHeight = height / gridY; -+ - const widthHalf = width / 2; - const heightHalf = height / 2; - const depthHalf = depth / 2; -+ - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; -+ - let vertexCounter = 0; - let groupCount = 0; -+ - const vector = new Vector3(); - - // generate vertices, normals and uvs - -- for (let iy = 0; iy < gridY1; iy++) { -+ for ( let iy = 0; iy < gridY1; iy ++ ) { -+ - const y = iy * segmentHeight - heightHalf; -- for (let ix = 0; ix < gridX1; ix++) { -+ -+ for ( let ix = 0; ix < gridX1; ix ++ ) { -+ - const x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - -- vector[u] = x * udir; -- vector[v] = y * vdir; -- vector[w] = depthHalf; -+ 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); -+ 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; -+ 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); -+ normals.push( vector.x, vector.y, vector.z ); - - // uvs - -- uvs.push(ix / gridX); -- uvs.push(1 - iy / gridY); -+ uvs.push( ix / gridX ); -+ uvs.push( 1 - ( iy / gridY ) ); - - // counters - - vertexCounter += 1; -+ - } -+ - } - - // indices -@@ -7430,27 +11341,31 @@ - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - -- for (let iy = 0; iy < gridY; iy++) { -- for (let ix = 0; ix < gridX; ix++) { -+ for ( let iy = 0; iy < gridY; iy ++ ) { -+ -+ for ( let ix = 0; ix < gridX; ix ++ ) { -+ - const a = numberOfVertices + ix + gridX1 * iy; -- const b = numberOfVertices + ix + gridX1 * (iy + 1); -- const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1); -- const d = numberOfVertices + (ix + 1) + gridX1 * iy; -+ const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); -+ const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); -+ const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ 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); -+ scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - -@@ -7459,253 +11374,400 @@ - // update total number of vertices - - numberOfVertices += vertexCounter; -+ - } -+ - } -- static fromJSON(data) { -- return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments); -+ -+ static fromJSON( data ) { -+ -+ return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); -+ - } -+ - } - - /** - * Uniform Utilities - */ - -- function cloneUniforms(src) { -+ function cloneUniforms( src ) { -+ - const dst = {}; -- for (const u in src) { -- dst[u] = {}; -- for (const p in src[u]) { -- const property = src[u][p]; -- if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) { -- dst[u][p] = property.clone(); -- } else if (Array.isArray(property)) { -- dst[u][p] = property.slice(); -+ -+ for ( const u in src ) { -+ -+ dst[ u ] = {}; -+ -+ for ( const p in src[ u ] ) { -+ -+ const property = src[ u ][ p ]; -+ -+ if ( property && ( property.isColor || -+ property.isMatrix3 || property.isMatrix4 || -+ property.isVector2 || property.isVector3 || property.isVector4 || -+ property.isTexture || property.isQuaternion ) ) { -+ -+ dst[ u ][ p ] = property.clone(); -+ -+ } else if ( Array.isArray( property ) ) { -+ -+ dst[ u ][ p ] = property.slice(); -+ - } else { -- dst[u][p] = property; -+ -+ dst[ u ][ p ] = property; -+ - } -+ - } -+ - } -+ - return dst; -+ - } -- function mergeUniforms(uniforms) { -+ -+ function mergeUniforms( uniforms ) { -+ - const merged = {}; -- for (let u = 0; u < uniforms.length; u++) { -- const tmp = cloneUniforms(uniforms[u]); -- for (const p in tmp) { -- merged[p] = tmp[p]; -+ -+ for ( let u = 0; u < uniforms.length; u ++ ) { -+ -+ const tmp = cloneUniforms( uniforms[ u ] ); -+ -+ for ( const p in tmp ) { -+ -+ merged[ p ] = tmp[ p ]; -+ - } -+ - } -+ - return merged; -+ - } -- function cloneUniformsGroups(src) { -+ -+ function cloneUniformsGroups( src ) { -+ - const dst = []; -- for (let u = 0; u < src.length; u++) { -- dst.push(src[u].clone()); -+ -+ for ( let u = 0; u < src.length; u ++ ) { -+ -+ dst.push( src[ u ].clone() ); -+ - } -+ - return dst; -+ - } -- function getUnlitUniformColorSpace(renderer) { -- if (renderer.getRenderTarget() === null) { -+ -+ function getUnlitUniformColorSpace( renderer ) { -+ -+ if ( renderer.getRenderTarget() === null ) { -+ - // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 - return renderer.outputEncoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace; -+ - } -+ - return LinearSRGBColorSpace; -+ - } - - // Legacy - -- const UniformsUtils = { -- clone: cloneUniforms, -- merge: mergeUniforms -- }; -+ const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; - - var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - - var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - - class ShaderMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isShaderMaterial = true; -+ - this.type = 'ShaderMaterial'; -+ - this.defines = {}; - this.uniforms = {}; - this.uniformsGroups = []; -+ - 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.extensions = { -- derivatives: false, -- // set to use derivatives -- fragDepth: false, -- // set to use fragment depth values -- drawBuffers: false, -- // set to use draw buffers -+ 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] -+ 'color': [ 1, 1, 1 ], -+ 'uv': [ 0, 0 ], -+ 'uv2': [ 0, 0 ] - }; -+ - this.index0AttributeName = undefined; - this.uniformsNeedUpdate = false; -+ - this.glslVersion = null; -- if (parameters !== undefined) { -- this.setValues(parameters); -+ -+ if ( parameters !== undefined ) { -+ -+ this.setValues( parameters ); -+ - } -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; -- this.uniforms = cloneUniforms(source.uniforms); -- this.uniformsGroups = cloneUniformsGroups(source.uniformsGroups); -- this.defines = Object.assign({}, source.defines); -+ -+ this.uniforms = cloneUniforms( source.uniforms ); -+ this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); -+ -+ this.defines = Object.assign( {}, source.defines ); -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; -+ - this.fog = source.fog; - this.lights = source.lights; - this.clipping = source.clipping; -- this.extensions = Object.assign({}, source.extensions); -+ -+ this.extensions = Object.assign( {}, source.extensions ); -+ - this.glslVersion = source.glslVersion; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.glslVersion = this.glslVersion; - data.uniforms = {}; -- for (const name in this.uniforms) { -- const uniform = this.uniforms[name]; -+ -+ for ( const name in this.uniforms ) { -+ -+ const uniform = this.uniforms[ name ]; - const value = uniform.value; -- if (value && value.isTexture) { -- data.uniforms[name] = { -+ -+ if ( value && value.isTexture ) { -+ -+ data.uniforms[ name ] = { - type: 't', -- value: value.toJSON(meta).uuid -+ value: value.toJSON( meta ).uuid - }; -- } else if (value && value.isColor) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isColor ) { -+ -+ data.uniforms[ name ] = { - type: 'c', - value: value.getHex() - }; -- } else if (value && value.isVector2) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isVector2 ) { -+ -+ data.uniforms[ name ] = { - type: 'v2', - value: value.toArray() - }; -- } else if (value && value.isVector3) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isVector3 ) { -+ -+ data.uniforms[ name ] = { - type: 'v3', - value: value.toArray() - }; -- } else if (value && value.isVector4) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isVector4 ) { -+ -+ data.uniforms[ name ] = { - type: 'v4', - value: value.toArray() - }; -- } else if (value && value.isMatrix3) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isMatrix3 ) { -+ -+ data.uniforms[ name ] = { - type: 'm3', - value: value.toArray() - }; -- } else if (value && value.isMatrix4) { -- data.uniforms[name] = { -+ -+ } else if ( value && value.isMatrix4 ) { -+ -+ data.uniforms[ name ] = { - type: 'm4', - value: value.toArray() - }; -+ - } else { -- data.uniforms[name] = { -+ -+ 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; -+ if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; -+ - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; -+ - const extensions = {}; -- for (const key in this.extensions) { -- if (this.extensions[key] === true) extensions[key] = true; -+ -+ for ( const key in this.extensions ) { -+ -+ if ( this.extensions[ key ] === true ) extensions[ key ] = true; -+ - } -- if (Object.keys(extensions).length > 0) data.extensions = extensions; -+ -+ if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; -+ - return data; -+ - } -+ - } - - class Camera extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isCamera = true; -+ - this.type = 'Camera'; -+ - this.matrixWorldInverse = new Matrix4(); -+ - this.projectionMatrix = new Matrix4(); - this.projectionMatrixInverse = new Matrix4(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.matrixWorldInverse.copy(source.matrixWorldInverse); -- this.projectionMatrix.copy(source.projectionMatrix); -- this.projectionMatrixInverse.copy(source.projectionMatrixInverse); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.matrixWorldInverse.copy( source.matrixWorldInverse ); -+ -+ this.projectionMatrix.copy( source.projectionMatrix ); -+ this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); -+ - return this; -+ - } -- getWorldDirection(target) { -- this.updateWorldMatrix(true, false); -+ -+ getWorldDirection( target ) { -+ -+ this.updateWorldMatrix( true, false ); -+ - const e = this.matrixWorld.elements; -- return target.set(-e[8], -e[9], -e[10]).normalize(); -+ -+ return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -- this.matrixWorldInverse.copy(this.matrixWorld).invert(); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ -+ this.matrixWorldInverse.copy( this.matrixWorld ).invert(); -+ - } -- updateWorldMatrix(updateParents, updateChildren) { -- super.updateWorldMatrix(updateParents, updateChildren); -- this.matrixWorldInverse.copy(this.matrixWorld).invert(); -+ -+ updateWorldMatrix( updateParents, updateChildren ) { -+ -+ super.updateWorldMatrix( updateParents, updateChildren ); -+ -+ this.matrixWorldInverse.copy( this.matrixWorld ).invert(); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - class PerspectiveCamera extends Camera { -- constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) { -+ -+ constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { -+ - super(); -+ - this.isPerspectiveCamera = true; -+ - this.type = 'PerspectiveCamera'; -+ - this.fov = fov; - this.zoom = 1; -+ - this.near = near; - this.far = far; - this.focus = 10; -+ - this.aspect = aspect; - this.view = null; -- this.filmGauge = 35; // width of the film (default in millimeters) -- this.filmOffset = 0; // horizontal film offset (same unit as gauge) -+ -+ this.filmGauge = 35; // width of the film (default in millimeters) -+ this.filmOffset = 0; // horizontal film offset (same unit as gauge) - - this.updateProjectionMatrix(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.fov = source.fov; - this.zoom = source.zoom; -+ - this.near = source.near; - this.far = source.far; - this.focus = source.focus; -+ - this.aspect = source.aspect; -- this.view = source.view === null ? null : Object.assign({}, source.view); -+ this.view = source.view === null ? null : Object.assign( {}, source.view ); -+ - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; -+ - return this; -+ - } - - /** -@@ -7716,30 +11778,46 @@ - * - * Values for focal length and film gauge must have the same unit. - */ -- setFocalLength(focalLength) { -+ setFocalLength( focalLength ) { -+ - /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ - const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; -- this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope); -+ -+ this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); -+ - } - - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength() { -- const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov); -+ -+ const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); -+ - return 0.5 * this.getFilmHeight() / vExtentSlope; -+ - } -+ - getEffectiveFOV() { -- return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom); -+ -+ return RAD2DEG * 2 * Math.atan( -+ Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); -+ - } -+ - getFilmWidth() { -+ - // film not completely covered in portrait format (aspect < 1) -- return this.filmGauge * Math.min(this.aspect, 1); -+ return this.filmGauge * Math.min( this.aspect, 1 ); -+ - } -+ - getFilmHeight() { -+ - // film not completely covered in landscape format (aspect > 1) -- return this.filmGauge / Math.max(this.aspect, 1); -+ return this.filmGauge / Math.max( this.aspect, 1 ); -+ - } - - /** -@@ -7749,37 +11827,40 @@ - * 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 | -- * +---+---+---+ -+ * +---+---+---+ -+ * | A | B | C | -+ * +---+---+---+ -+ * | D | E | F | -+ * +---+---+---+ - * - * then for each monitor you would call it like this - * -- * const w = 1920; -- * const h = 1080; -- * const fullWidth = w * 3; -- * const fullHeight = h * 2; -+ * const w = 1920; -+ * const h = 1080; -+ * const fullWidth = w * 3; -+ * const fullHeight = h * 2; - * -- * --A-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); -- * --B-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); -- * --C-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); -- * --D-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); -- * --E-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); -- * --F-- -- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); -+ * --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. -+ * Note there is no reason monitors have to be the same size or in a grid. - */ -- setViewOffset(fullWidth, fullHeight, x, y, width, height) { -+ setViewOffset( fullWidth, fullHeight, x, y, width, height ) { -+ - this.aspect = fullWidth / fullHeight; -- if (this.view === null) { -+ -+ if ( this.view === null ) { -+ - this.view = { - enabled: true, - fullWidth: 1, -@@ -7789,7 +11870,9 @@ - width: 1, - height: 1 - }; -+ - } -+ - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; -@@ -7797,145 +11880,220 @@ - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; -+ - this.updateProjectionMatrix(); -+ - } -+ - clearViewOffset() { -- if (this.view !== null) { -+ -+ if ( this.view !== null ) { -+ - this.view.enabled = false; -+ - } -+ - this.updateProjectionMatrix(); -+ - } -+ - updateProjectionMatrix() { -+ - const near = this.near; -- let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom; -+ let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; - let height = 2 * top; - let width = this.aspect * height; -- let left = -0.5 * width; -+ let left = - 0.5 * width; - const view = this.view; -- if (this.view !== null && this.view.enabled) { -+ -+ if ( this.view !== null && this.view.enabled ) { -+ - const fullWidth = view.fullWidth, - fullHeight = view.fullHeight; -+ - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; -+ - } -+ - const skew = this.filmOffset; -- if (skew !== 0) left += near * skew / this.getFilmWidth(); -- this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far); -- this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); -+ if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); -+ -+ this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); -+ -+ this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.fov = this.fov; - data.object.zoom = this.zoom; -+ - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; -+ - data.object.aspect = this.aspect; -- if (this.view !== null) data.object.view = Object.assign({}, this.view); -+ -+ if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); -+ - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; -+ - return data; -+ - } -+ - } - -- const fov = -90; // negative fov is not an error -+ const fov = - 90; // negative fov is not an error - const aspect = 1; -+ - class CubeCamera extends Object3D { -- constructor(near, far, renderTarget) { -+ -+ constructor( near, far, renderTarget ) { -+ - super(); -+ - this.type = 'CubeCamera'; -+ - this.renderTarget = renderTarget; -- const cameraPX = new PerspectiveCamera(fov, aspect, near, far); -+ -+ const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.layers = this.layers; -- cameraPX.up.set(0, 1, 0); -- cameraPX.lookAt(1, 0, 0); -- this.add(cameraPX); -- const cameraNX = new PerspectiveCamera(fov, aspect, near, far); -+ cameraPX.up.set( 0, 1, 0 ); -+ cameraPX.lookAt( 1, 0, 0 ); -+ this.add( cameraPX ); -+ -+ const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.layers = this.layers; -- cameraNX.up.set(0, 1, 0); -- cameraNX.lookAt(-1, 0, 0); -- this.add(cameraNX); -- const cameraPY = new PerspectiveCamera(fov, aspect, near, far); -+ cameraNX.up.set( 0, 1, 0 ); -+ cameraNX.lookAt( - 1, 0, 0 ); -+ this.add( cameraNX ); -+ -+ const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.layers = this.layers; -- cameraPY.up.set(0, 0, -1); -- cameraPY.lookAt(0, 1, 0); -- this.add(cameraPY); -- const cameraNY = new PerspectiveCamera(fov, aspect, near, far); -+ cameraPY.up.set( 0, 0, - 1 ); -+ cameraPY.lookAt( 0, 1, 0 ); -+ this.add( cameraPY ); -+ -+ const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.layers = this.layers; -- cameraNY.up.set(0, 0, 1); -- cameraNY.lookAt(0, -1, 0); -- this.add(cameraNY); -- const cameraPZ = new PerspectiveCamera(fov, aspect, near, far); -+ cameraNY.up.set( 0, 0, 1 ); -+ cameraNY.lookAt( 0, - 1, 0 ); -+ this.add( cameraNY ); -+ -+ const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.layers = this.layers; -- cameraPZ.up.set(0, 1, 0); -- cameraPZ.lookAt(0, 0, 1); -- this.add(cameraPZ); -- const cameraNZ = new PerspectiveCamera(fov, aspect, near, far); -+ cameraPZ.up.set( 0, 1, 0 ); -+ cameraPZ.lookAt( 0, 0, 1 ); -+ this.add( cameraPZ ); -+ -+ const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.layers = this.layers; -- cameraNZ.up.set(0, 1, 0); -- cameraNZ.lookAt(0, 0, -1); -- this.add(cameraNZ); -+ cameraNZ.up.set( 0, 1, 0 ); -+ cameraNZ.lookAt( 0, 0, - 1 ); -+ this.add( cameraNZ ); -+ - } -- update(renderer, scene) { -- if (this.parent === null) this.updateMatrixWorld(); -+ -+ update( renderer, scene ) { -+ -+ if ( this.parent === null ) this.updateMatrixWorld(); -+ - const renderTarget = this.renderTarget; -- const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children; -+ -+ const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; -+ - const currentRenderTarget = renderer.getRenderTarget(); -+ - const currentToneMapping = renderer.toneMapping; - const currentXrEnabled = renderer.xr.enabled; -+ - renderer.toneMapping = NoToneMapping; - renderer.xr.enabled = false; -+ - const generateMipmaps = renderTarget.texture.generateMipmaps; -+ - renderTarget.texture.generateMipmaps = false; -- renderer.setRenderTarget(renderTarget, 0); -- renderer.render(scene, cameraPX); -- renderer.setRenderTarget(renderTarget, 1); -- renderer.render(scene, cameraNX); -- renderer.setRenderTarget(renderTarget, 2); -- renderer.render(scene, cameraPY); -- renderer.setRenderTarget(renderTarget, 3); -- renderer.render(scene, cameraNY); -- renderer.setRenderTarget(renderTarget, 4); -- renderer.render(scene, cameraPZ); -+ -+ renderer.setRenderTarget( renderTarget, 0 ); -+ renderer.render( scene, cameraPX ); -+ -+ renderer.setRenderTarget( renderTarget, 1 ); -+ renderer.render( scene, cameraNX ); -+ -+ renderer.setRenderTarget( renderTarget, 2 ); -+ renderer.render( scene, cameraPY ); -+ -+ renderer.setRenderTarget( renderTarget, 3 ); -+ renderer.render( scene, cameraNY ); -+ -+ renderer.setRenderTarget( renderTarget, 4 ); -+ renderer.render( scene, cameraPZ ); -+ - renderTarget.texture.generateMipmaps = generateMipmaps; -- renderer.setRenderTarget(renderTarget, 5); -- renderer.render(scene, cameraNZ); -- renderer.setRenderTarget(currentRenderTarget); -+ -+ renderer.setRenderTarget( renderTarget, 5 ); -+ renderer.render( scene, cameraNZ ); -+ -+ renderer.setRenderTarget( currentRenderTarget ); -+ - renderer.toneMapping = currentToneMapping; - renderer.xr.enabled = currentXrEnabled; -+ - renderTarget.texture.needsPMREMUpdate = true; -+ - } -+ - } - - class CubeTexture extends Texture { -- constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) { -+ -+ constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { -+ - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; -- super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); -+ -+ super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); -+ - this.isCubeTexture = true; -+ - this.flipY = false; -+ - } -+ - get images() { -+ - return this.image; -+ - } -- set images(value) { -+ -+ set images( value ) { -+ - this.image = value; -+ - } -+ - } - - class WebGLCubeRenderTarget extends WebGLRenderTarget { -- constructor(size = 1, options = {}) { -- super(size, size, options); -+ -+ constructor( size = 1, options = {} ) { -+ -+ super( size, size, options ); -+ - this.isWebGLCubeRenderTarget = true; -- const image = { -- width: size, -- height: size, -- depth: 1 -- }; -- const images = [image, image, image, image, image, image]; -- this.texture = new CubeTexture(images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding); -+ -+ const image = { width: size, height: size, depth: 1 }; -+ const images = [ image, image, image, image, image, image ]; -+ -+ this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - - // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) - // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, -@@ -7946,21 +12104,27 @@ - // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). - - this.texture.isRenderTargetTexture = true; -+ - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; - this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; -+ - } -- fromEquirectangularTexture(renderer, texture) { -+ -+ fromEquirectangularTexture( renderer, texture ) { -+ - this.texture.type = texture.type; - this.texture.encoding = texture.encoding; -+ - this.texture.generateMipmaps = texture.generateMipmaps; - this.texture.minFilter = texture.minFilter; - this.texture.magFilter = texture.magFilter; -+ - const shader = { -+ - uniforms: { -- tEquirect: { -- value: null -- } -+ tEquirect: { value: null }, - }, -+ - vertexShader: /* glsl */` - - varying vec3 vWorldDirection; -@@ -7980,6 +12144,7 @@ - - } - `, -+ - fragmentShader: /* glsl */` - - uniform sampler2D tEquirect; -@@ -7999,410 +12164,718 @@ - } - ` - }; -- const geometry = new BoxGeometry(5, 5, 5); -- const material = new ShaderMaterial({ -+ -+ const geometry = new BoxGeometry( 5, 5, 5 ); -+ -+ const material = new ShaderMaterial( { -+ - name: 'CubemapFromEquirect', -- uniforms: cloneUniforms(shader.uniforms), -+ -+ uniforms: cloneUniforms( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader, - side: BackSide, - blending: NoBlending -- }); -+ -+ } ); -+ - material.uniforms.tEquirect.value = texture; -- const mesh = new Mesh(geometry, material); -+ -+ const mesh = new Mesh( geometry, material ); -+ - const currentMinFilter = texture.minFilter; - - // Avoid blurred poles -- if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter; -- const camera = new CubeCamera(1, 10, this); -- camera.update(renderer, mesh); -+ if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; -+ -+ const camera = new CubeCamera( 1, 10, this ); -+ camera.update( renderer, mesh ); -+ - texture.minFilter = currentMinFilter; -+ - mesh.geometry.dispose(); - mesh.material.dispose(); -+ - return this; -+ - } -- clear(renderer, color, depth, stencil) { -+ -+ clear( renderer, color, depth, stencil ) { -+ - const currentRenderTarget = renderer.getRenderTarget(); -- for (let i = 0; i < 6; i++) { -- renderer.setRenderTarget(this, i); -- renderer.clear(color, depth, stencil); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ renderer.setRenderTarget( this, i ); -+ -+ renderer.clear( color, depth, stencil ); -+ - } -- renderer.setRenderTarget(currentRenderTarget); -+ -+ renderer.setRenderTarget( currentRenderTarget ); -+ -+ } -+ -+ } -+ -+ /** -+ * @author fernandojsg / http://fernandojsg.com -+ * @author Takahiro https://github.com/takahirox -+ */ -+ -+ class WebGLMultiviewRenderTarget extends WebGLRenderTarget { -+ -+ constructor( width, height, numViews, options = {} ) { -+ -+ super( width, height, options ); -+ -+ this.depthBuffer = false; -+ this.stencilBuffer = false; -+ -+ this.numViews = numViews; -+ -+ } -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.numViews = source.numViews; -+ -+ return this; -+ - } -+ - } - -- const _vector1 = /*@__PURE__*/new Vector3(); -- const _vector2 = /*@__PURE__*/new Vector3(); -- const _normalMatrix = /*@__PURE__*/new Matrix3(); -+ WebGLMultiviewRenderTarget.prototype.isWebGLMultiviewRenderTarget = true; -+ -+ const _vector1 = /*@__PURE__*/ new Vector3(); -+ const _vector2 = /*@__PURE__*/ new Vector3(); -+ const _normalMatrix = /*@__PURE__*/ new Matrix3(); -+ - class Plane { -- constructor(normal = new Vector3(1, 0, 0), constant = 0) { -+ -+ constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { -+ - this.isPlane = true; - - // normal is assumed to be normalized - - this.normal = normal; - this.constant = constant; -+ - } -- set(normal, constant) { -- this.normal.copy(normal); -+ -+ set( normal, constant ) { -+ -+ this.normal.copy( normal ); - this.constant = constant; -+ - return this; -+ - } -- setComponents(x, y, z, w) { -- this.normal.set(x, y, z); -+ -+ setComponents( x, y, z, w ) { -+ -+ this.normal.set( x, y, z ); - this.constant = w; -+ - return this; -+ - } -- setFromNormalAndCoplanarPoint(normal, point) { -- this.normal.copy(normal); -- this.constant = -point.dot(this.normal); -+ -+ setFromNormalAndCoplanarPoint( normal, point ) { -+ -+ this.normal.copy( normal ); -+ this.constant = - point.dot( this.normal ); -+ - return this; -+ - } -- setFromCoplanarPoints(a, b, c) { -- const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); -+ -+ setFromCoplanarPoints( a, b, c ) { -+ -+ const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); - - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - -- this.setFromNormalAndCoplanarPoint(normal, a); -+ this.setFromNormalAndCoplanarPoint( normal, a ); -+ - return this; -+ - } -- copy(plane) { -- this.normal.copy(plane.normal); -+ -+ copy( plane ) { -+ -+ this.normal.copy( plane.normal ); - this.constant = plane.constant; -+ - return this; -+ - } -+ - normalize() { -+ - // Note: will lead to a divide by zero if the plane is invalid. - - const inverseNormalLength = 1.0 / this.normal.length(); -- this.normal.multiplyScalar(inverseNormalLength); -+ this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; -+ - return this; -+ - } -+ - negate() { -- this.constant *= -1; -+ -+ this.constant *= - 1; - this.normal.negate(); -+ - return this; -+ - } -- distanceToPoint(point) { -- return this.normal.dot(point) + this.constant; -+ -+ distanceToPoint( point ) { -+ -+ return this.normal.dot( point ) + this.constant; -+ - } -- distanceToSphere(sphere) { -- return this.distanceToPoint(sphere.center) - sphere.radius; -+ -+ distanceToSphere( sphere ) { -+ -+ return this.distanceToPoint( sphere.center ) - sphere.radius; -+ - } -- projectPoint(point, target) { -- return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point); -+ -+ projectPoint( point, target ) { -+ -+ return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); -+ - } -- intersectLine(line, target) { -- const direction = line.delta(_vector1); -- const denominator = this.normal.dot(direction); -- if (denominator === 0) { -+ -+ intersectLine( line, target ) { -+ -+ const direction = line.delta( _vector1 ); -+ -+ const denominator = this.normal.dot( direction ); -+ -+ if ( denominator === 0 ) { -+ - // line is coplanar, return origin -- if (this.distanceToPoint(line.start) === 0) { -- return target.copy(line.start); -+ if ( this.distanceToPoint( line.start ) === 0 ) { -+ -+ return target.copy( line.start ); -+ - } - - // Unsure if this is the correct method to handle this case. - return null; -+ - } -- const t = -(line.start.dot(this.normal) + this.constant) / denominator; -- if (t < 0 || t > 1) { -+ -+ const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; -+ -+ if ( t < 0 || t > 1 ) { -+ - return null; -+ - } -- return target.copy(direction).multiplyScalar(t).add(line.start); -+ -+ return target.copy( direction ).multiplyScalar( t ).add( line.start ); -+ - } -- intersectsLine(line) { -+ -+ intersectsLine( line ) { -+ - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - -- const startSign = this.distanceToPoint(line.start); -- const endSign = this.distanceToPoint(line.end); -- return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0; -+ const startSign = this.distanceToPoint( line.start ); -+ const endSign = this.distanceToPoint( line.end ); -+ -+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); -+ - } -- intersectsBox(box) { -- return box.intersectsPlane(this); -+ -+ intersectsBox( box ) { -+ -+ return box.intersectsPlane( this ); -+ - } -- intersectsSphere(sphere) { -- return sphere.intersectsPlane(this); -+ -+ intersectsSphere( sphere ) { -+ -+ return sphere.intersectsPlane( this ); -+ - } -- coplanarPoint(target) { -- return target.copy(this.normal).multiplyScalar(-this.constant); -+ -+ coplanarPoint( target ) { -+ -+ return target.copy( this.normal ).multiplyScalar( - this.constant ); -+ - } -- applyMatrix4(matrix, optionalNormalMatrix) { -- const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix); -- const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix); -- const normal = this.normal.applyMatrix3(normalMatrix).normalize(); -- this.constant = -referencePoint.dot(normal); -+ -+ applyMatrix4( matrix, optionalNormalMatrix ) { -+ -+ const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); -+ -+ const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); -+ -+ const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); -+ -+ this.constant = - referencePoint.dot( normal ); -+ - return this; -+ - } -- translate(offset) { -- this.constant -= offset.dot(this.normal); -+ -+ translate( offset ) { -+ -+ this.constant -= offset.dot( this.normal ); -+ - return this; -+ - } -- equals(plane) { -- return plane.normal.equals(this.normal) && plane.constant === this.constant; -+ -+ equals( plane ) { -+ -+ return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - -- const _sphere$2 = /*@__PURE__*/new Sphere(); -- const _vector$7 = /*@__PURE__*/new Vector3(); -+ const _sphere$2 = /*@__PURE__*/ new Sphere(); -+ const _vector$7 = /*@__PURE__*/ new Vector3(); -+ - class Frustum { -- constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) { -- this.planes = [p0, p1, p2, p3, p4, p5]; -+ -+ constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { -+ -+ this.planes = [ p0, p1, p2, p3, p4, p5 ]; -+ - } -- set(p0, p1, p2, p3, p4, p5) { -+ -+ set( p0, p1, p2, p3, p4, p5 ) { -+ - const planes = this.planes; -- planes[0].copy(p0); -- planes[1].copy(p1); -- planes[2].copy(p2); -- planes[3].copy(p3); -- planes[4].copy(p4); -- planes[5].copy(p5); -+ -+ planes[ 0 ].copy( p0 ); -+ planes[ 1 ].copy( p1 ); -+ planes[ 2 ].copy( p2 ); -+ planes[ 3 ].copy( p3 ); -+ planes[ 4 ].copy( p4 ); -+ planes[ 5 ].copy( p5 ); -+ - return this; -+ - } -- copy(frustum) { -+ -+ copy( frustum ) { -+ - const planes = this.planes; -- for (let i = 0; i < 6; i++) { -- planes[i].copy(frustum.planes[i]); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ planes[ i ].copy( frustum.planes[ i ] ); -+ - } -+ - return this; -+ - } -- setFromProjectionMatrix(m) { -+ -+ setFromProjectionMatrix( m ) { -+ - const planes = this.planes; - const me = m.elements; -- const me0 = me[0], -- me1 = me[1], -- me2 = me[2], -- me3 = me[3]; -- const me4 = me[4], -- me5 = me[5], -- me6 = me[6], -- me7 = me[7]; -- const me8 = me[8], -- me9 = me[9], -- me10 = me[10], -- me11 = me[11]; -- const me12 = me[12], -- me13 = me[13], -- me14 = me[14], -- me15 = me[15]; -- planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize(); -- planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize(); -- planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize(); -- planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize(); -- planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize(); -- planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize(); -- return this; -- } -- intersectsObject(object) { -+ const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; -+ const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; -+ const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; -+ const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; -+ -+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); -+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); -+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); -+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); -+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); -+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); -+ -+ return this; -+ -+ } -+ -+ intersectsObject( object ) { -+ - const geometry = object.geometry; -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld); -- return this.intersectsSphere(_sphere$2); -+ -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); -+ -+ return this.intersectsSphere( _sphere$2 ); -+ - } -- intersectsSprite(sprite) { -- _sphere$2.center.set(0, 0, 0); -+ -+ intersectsSprite( sprite ) { -+ -+ _sphere$2.center.set( 0, 0, 0 ); - _sphere$2.radius = 0.7071067811865476; -- _sphere$2.applyMatrix4(sprite.matrixWorld); -- return this.intersectsSphere(_sphere$2); -+ _sphere$2.applyMatrix4( sprite.matrixWorld ); -+ -+ return this.intersectsSphere( _sphere$2 ); -+ - } -- intersectsSphere(sphere) { -+ -+ intersectsSphere( sphere ) { -+ - const planes = this.planes; - const center = sphere.center; -- const negRadius = -sphere.radius; -- for (let i = 0; i < 6; i++) { -- const distance = planes[i].distanceToPoint(center); -- if (distance < negRadius) { -+ const negRadius = - sphere.radius; -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ const distance = planes[ i ].distanceToPoint( center ); -+ -+ if ( distance < negRadius ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -- intersectsBox(box) { -+ -+ intersectsBox( box ) { -+ - const planes = this.planes; -- for (let i = 0; i < 6; i++) { -- const plane = planes[i]; -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ const plane = planes[ i ]; - - // corner at max distance - - _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; - _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; - _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; -- if (plane.distanceToPoint(_vector$7) < 0) { -+ -+ if ( plane.distanceToPoint( _vector$7 ) < 0 ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -- containsPoint(point) { -+ -+ containsPoint( point ) { -+ - const planes = this.planes; -- for (let i = 0; i < 6; i++) { -- if (planes[i].distanceToPoint(point) < 0) { -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ if ( planes[ i ].distanceToPoint( point ) < 0 ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - function WebGLAnimation() { -+ - let context = null; - let isAnimating = false; - let animationLoop = null; - let requestId = null; -- function onAnimationFrame(time, frame) { -- animationLoop(time, frame); -- requestId = context.requestAnimationFrame(onAnimationFrame); -+ -+ function onAnimationFrame( time, frame ) { -+ -+ animationLoop( time, frame ); -+ -+ requestId = context.requestAnimationFrame( onAnimationFrame ); -+ - } -+ - return { -+ - start: function () { -- if (isAnimating === true) return; -- if (animationLoop === null) return; -- requestId = context.requestAnimationFrame(onAnimationFrame); -- isAnimating = true; -+ -+ if ( isAnimating === true ) return; -+ if ( animationLoop === null ) return; -+ -+ requestId = context.requestAnimationFrame( onAnimationFrame ); -+ -+ isAnimating = true; -+ - }, -+ - stop: function () { -- context.cancelAnimationFrame(requestId); -+ -+ context.cancelAnimationFrame( requestId ); -+ - isAnimating = false; -+ - }, -- setAnimationLoop: function (callback) { -+ -+ setAnimationLoop: function ( callback ) { -+ - animationLoop = callback; -+ - }, -- setContext: function (value) { -+ -+ setContext: function ( value ) { -+ - context = value; -+ - } -+ - }; -+ - } - -- function WebGLAttributes(gl, capabilities) { -+ function WebGLAttributes( gl, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - const buffers = new WeakMap(); -- function createBuffer(attribute, bufferType) { -+ -+ function createBuffer( attribute, bufferType ) { -+ - const array = attribute.array; - const usage = attribute.usage; -+ - const buffer = gl.createBuffer(); -- gl.bindBuffer(bufferType, buffer); -- gl.bufferData(bufferType, array, usage); -+ -+ gl.bindBuffer( bufferType, buffer ); -+ gl.bufferData( bufferType, array, usage ); -+ - attribute.onUploadCallback(); -+ - let type; -- if (array instanceof Float32Array) { -+ -+ if ( array instanceof Float32Array ) { -+ - type = gl.FLOAT; -- } else if (array instanceof Uint16Array) { -- if (attribute.isFloat16BufferAttribute) { -- if (isWebGL2) { -+ -+ } else if ( array instanceof Uint16Array ) { -+ -+ if ( attribute.isFloat16BufferAttribute ) { -+ -+ if ( isWebGL2 ) { -+ - type = gl.HALF_FLOAT; -+ - } else { -- throw new Error('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.'); -+ -+ throw new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' ); -+ - } -+ - } else { -+ - type = gl.UNSIGNED_SHORT; -+ - } -- } else if (array instanceof Int16Array) { -+ -+ } else if ( array instanceof Int16Array ) { -+ - type = gl.SHORT; -- } else if (array instanceof Uint32Array) { -+ -+ } else if ( array instanceof Uint32Array ) { -+ - type = gl.UNSIGNED_INT; -- } else if (array instanceof Int32Array) { -+ -+ } else if ( array instanceof Int32Array ) { -+ - type = gl.INT; -- } else if (array instanceof Int8Array) { -+ -+ } else if ( array instanceof Int8Array ) { -+ - type = gl.BYTE; -- } else if (array instanceof Uint8Array) { -+ -+ } else if ( array instanceof Uint8Array ) { -+ - type = gl.UNSIGNED_BYTE; -- } else if (array instanceof Uint8ClampedArray) { -+ -+ } else if ( array instanceof Uint8ClampedArray ) { -+ - type = gl.UNSIGNED_BYTE; -+ - } else { -- throw new Error('THREE.WebGLAttributes: Unsupported buffer data format: ' + array); -+ -+ throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); -+ - } -+ - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version - }; -+ - } -- function updateBuffer(buffer, attribute, bufferType) { -+ -+ function updateBuffer( buffer, attribute, bufferType ) { -+ - const array = attribute.array; - const updateRange = attribute.updateRange; -- gl.bindBuffer(bufferType, buffer); -- if (updateRange.count === -1) { -+ -+ gl.bindBuffer( bufferType, buffer ); -+ -+ if ( updateRange.count === - 1 ) { -+ - // Not using update ranges - -- gl.bufferSubData(bufferType, 0, array); -+ gl.bufferSubData( bufferType, 0, array ); -+ - } else { -- if (isWebGL2) { -- gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count); -+ -+ if ( isWebGL2 ) { -+ -+ gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, -+ array, updateRange.offset, updateRange.count ); -+ - } else { -- gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count)); -+ -+ gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, -+ array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); -+ - } -- updateRange.count = -1; // reset range -+ -+ updateRange.count = - 1; // reset range -+ - } - - attribute.onUploadCallback(); -+ - } - - // - -- function get(attribute) { -- if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; -- return buffers.get(attribute); -+ function get( attribute ) { -+ -+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; -+ -+ return buffers.get( attribute ); -+ - } -- function remove(attribute) { -- if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; -- const data = buffers.get(attribute); -- if (data) { -- gl.deleteBuffer(data.buffer); -- buffers.delete(attribute); -+ -+ function remove( attribute ) { -+ -+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; -+ -+ const data = buffers.get( attribute ); -+ -+ if ( data ) { -+ -+ gl.deleteBuffer( data.buffer ); -+ -+ buffers.delete( attribute ); -+ - } -+ - } -- function update(attribute, bufferType) { -- if (attribute.isGLBufferAttribute) { -- const cached = buffers.get(attribute); -- if (!cached || cached.version < attribute.version) { -- buffers.set(attribute, { -+ -+ function update( attribute, bufferType ) { -+ -+ if ( attribute.isGLBufferAttribute ) { -+ -+ const cached = buffers.get( attribute ); -+ -+ if ( ! cached || cached.version < attribute.version ) { -+ -+ buffers.set( attribute, { - buffer: attribute.buffer, - type: attribute.type, - bytesPerElement: attribute.elementSize, - version: attribute.version -- }); -+ } ); -+ - } -+ - return; -+ - } -- if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; -- const data = buffers.get(attribute); -- if (data === undefined) { -- buffers.set(attribute, createBuffer(attribute, bufferType)); -- } else if (data.version < attribute.version) { -- updateBuffer(data.buffer, attribute, bufferType); -+ -+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; -+ -+ const data = buffers.get( attribute ); -+ -+ if ( data === undefined ) { -+ -+ buffers.set( attribute, createBuffer( attribute, bufferType ) ); -+ -+ } else if ( data.version < attribute.version ) { -+ -+ updateBuffer( data.buffer, attribute, bufferType ); -+ - data.version = attribute.version; -+ - } -+ - } -+ - return { -+ - get: get, - remove: remove, - update: update -+ - }; -+ - } - - class PlaneGeometry extends BufferGeometry { -- constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) { -+ -+ constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { -+ - super(); -+ - this.type = 'PlaneGeometry'; -+ - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; -+ - const width_half = width / 2; - const height_half = height / 2; -- const gridX = Math.floor(widthSegments); -- const gridY = Math.floor(heightSegments); -+ -+ const gridX = Math.floor( widthSegments ); -+ const gridY = Math.floor( heightSegments ); -+ - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; -+ - const segment_width = width / gridX; - const segment_height = height / gridY; - -@@ -8412,34 +12885,55 @@ - const vertices = []; - const normals = []; - const uvs = []; -- for (let iy = 0; iy < gridY1; iy++) { -+ -+ for ( let iy = 0; iy < gridY1; iy ++ ) { -+ - const y = iy * segment_height - height_half; -- for (let ix = 0; ix < gridX1; ix++) { -+ -+ for ( let ix = 0; ix < gridX1; ix ++ ) { -+ - const x = ix * segment_width - width_half; -- vertices.push(x, -y, 0); -- normals.push(0, 0, 1); -- uvs.push(ix / gridX); -- uvs.push(1 - iy / gridY); -+ -+ vertices.push( x, - y, 0 ); -+ -+ normals.push( 0, 0, 1 ); -+ -+ uvs.push( ix / gridX ); -+ uvs.push( 1 - ( iy / gridY ) ); -+ - } -+ - } -- for (let iy = 0; iy < gridY; iy++) { -- for (let ix = 0; ix < gridX; ix++) { -+ -+ for ( let iy = 0; iy < gridY; iy ++ ) { -+ -+ for ( let ix = 0; ix < gridX; ix ++ ) { -+ - const a = ix + gridX1 * iy; -- const b = ix + gridX1 * (iy + 1); -- const c = ix + 1 + gridX1 * (iy + 1); -- const d = ix + 1 + gridX1 * iy; -- indices.push(a, b, d); -- indices.push(b, c, d); -+ const b = ix + gridX1 * ( iy + 1 ); -+ const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); -+ const d = ( ix + 1 ) + gridX1 * iy; -+ -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments); -+ -+ static fromJSON( data ) { -+ -+ return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); -+ - } -+ - } - - var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; -@@ -8458,9 +12952,9 @@ - - var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; - -- var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_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_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * D );\n}\n#ifdef USE_IRIDESCENCE\n\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif"; -+ var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_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_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * D );\n}\n#ifdef USE_IRIDESCENCE\n\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif"; - -- var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; -+ var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; - - var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; - -@@ -8540,7 +13034,7 @@ - - var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif"; - -- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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 USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - -@@ -8612,9 +13106,9 @@ - - var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - -- var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; -+ var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; - -- var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; -+ var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; - - var shadowmap_vertex = "#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; - -@@ -8634,7 +13128,7 @@ - - var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - -- var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; -+ var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; - - var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif"; - -@@ -8655,54 +13149,71 @@ - var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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"; - - const vertex$h = "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}"; -+ - const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; - - const vertex$g = "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}"; -+ - const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; - - const vertex$f = "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}"; -+ - const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; - - const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}"; -+ - const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; - - const vertex$d = "#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}"; -+ - const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; - - const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; -+ - const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; - - const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\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}"; -+ - const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$a = "#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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \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\t#include \n\t#include \n}"; -+ - const fragment$a = "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 \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\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}"; -+ - const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; -+ - const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; - - const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; -+ - const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const vertex$2 = "#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}"; -+ - const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; - - const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; -+ - const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - - const ShaderChunk = { -@@ -8812,6 +13323,7 @@ - uv2_pars_vertex: uv2_pars_vertex, - uv2_vertex: uv2_vertex, - worldpos_vertex: worldpos_vertex, -+ - background_vert: vertex$h, - background_frag: fragment$h, - backgroundCube_vert: vertex$g, -@@ -8853,599 +13365,573 @@ - */ - - const UniformsLib = { -+ - common: { -- diffuse: { -- value: /*@__PURE__*/new Color(0xffffff) -- }, -- opacity: { -- value: 1.0 -- }, -- map: { -- value: null -- }, -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- }, -- uv2Transform: { -- value: /*@__PURE__*/new Matrix3() -- }, -- alphaMap: { -- value: null -- }, -- alphaTest: { -- value: 0 -- } -+ -+ diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, -+ opacity: { value: 1.0 }, -+ -+ map: { value: null }, -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() }, -+ uv2Transform: { value: /*@__PURE__*/ new Matrix3() }, -+ -+ alphaMap: { value: null }, -+ alphaTest: { value: 0 } -+ - }, -+ - specularmap: { -- specularMap: { -- value: null -- } -+ -+ specularMap: { value: null }, -+ - }, -+ - envmap: { -- envMap: { -- value: null -- }, -- flipEnvMap: { -- value: -1 -- }, -- reflectivity: { -- value: 1.0 -- }, -- // basic, lambert, phong -- ior: { -- value: 1.5 -- }, -- // physical -- refractionRatio: { -- value: 0.98 -- } // basic, lambert, phong -+ -+ envMap: { value: null }, -+ flipEnvMap: { value: - 1 }, -+ reflectivity: { value: 1.0 }, // basic, lambert, phong -+ ior: { value: 1.5 }, // physical -+ refractionRatio: { value: 0.98 }, // basic, lambert, phong -+ - }, - - aomap: { -- aoMap: { -- value: null -- }, -- aoMapIntensity: { -- value: 1 -- } -+ -+ aoMap: { value: null }, -+ aoMapIntensity: { value: 1 } -+ - }, -+ - lightmap: { -- lightMap: { -- value: null -- }, -- lightMapIntensity: { -- value: 1 -- } -+ -+ lightMap: { value: null }, -+ lightMapIntensity: { value: 1 } -+ - }, -+ - emissivemap: { -- emissiveMap: { -- value: null -- } -+ -+ emissiveMap: { value: null } -+ - }, -+ - bumpmap: { -- bumpMap: { -- value: null -- }, -- bumpScale: { -- value: 1 -- } -+ -+ bumpMap: { value: null }, -+ bumpScale: { value: 1 } -+ - }, -+ - normalmap: { -- normalMap: { -- value: null -- }, -- normalScale: { -- value: /*@__PURE__*/new Vector2(1, 1) -- } -+ -+ normalMap: { value: null }, -+ normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } -+ - }, -+ - displacementmap: { -- displacementMap: { -- value: null -- }, -- displacementScale: { -- value: 1 -- }, -- displacementBias: { -- value: 0 -- } -+ -+ displacementMap: { value: null }, -+ displacementScale: { value: 1 }, -+ displacementBias: { value: 0 } -+ - }, -+ - roughnessmap: { -- roughnessMap: { -- value: null -- } -+ -+ roughnessMap: { value: null } -+ - }, -+ - metalnessmap: { -- metalnessMap: { -- value: null -- } -+ -+ metalnessMap: { value: null } -+ - }, -+ - gradientmap: { -- gradientMap: { -- value: null -- } -+ -+ gradientMap: { value: null } -+ - }, -+ - fog: { -- fogDensity: { -- value: 0.00025 -- }, -- fogNear: { -- value: 1 -- }, -- fogFar: { -- value: 2000 -- }, -- fogColor: { -- value: /*@__PURE__*/new Color(0xffffff) -- } -+ -+ fogDensity: { value: 0.00025 }, -+ fogNear: { value: 1 }, -+ fogFar: { value: 2000 }, -+ fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } -+ - }, -+ - lights: { -- ambientLightColor: { -- value: [] -- }, -- lightProbe: { -- value: [] -- }, -- directionalLights: { -- value: [], -- properties: { -- direction: {}, -- color: {} -- } -- }, -- directionalLightShadows: { -- value: [], -- properties: { -- shadowBias: {}, -- shadowNormalBias: {}, -- shadowRadius: {}, -- shadowMapSize: {} -- } -- }, -- directionalShadowMap: { -- value: [] -- }, -- directionalShadowMatrix: { -- value: [] -- }, -- spotLights: { -- value: [], -- properties: { -- color: {}, -- position: {}, -- direction: {}, -- distance: {}, -- coneCos: {}, -- penumbraCos: {}, -- decay: {} -- } -- }, -- spotLightShadows: { -- value: [], -- properties: { -- shadowBias: {}, -- shadowNormalBias: {}, -- shadowRadius: {}, -- shadowMapSize: {} -- } -- }, -- spotLightMap: { -- value: [] -- }, -- spotShadowMap: { -- value: [] -- }, -- spotLightMatrix: { -- value: [] -- }, -- pointLights: { -- value: [], -- properties: { -- color: {}, -- position: {}, -- decay: {}, -- distance: {} -- } -- }, -- pointLightShadows: { -- value: [], -- properties: { -- shadowBias: {}, -- shadowNormalBias: {}, -- shadowRadius: {}, -- shadowMapSize: {}, -- shadowCameraNear: {}, -- shadowCameraFar: {} -- } -- }, -- pointShadowMap: { -- value: [] -- }, -- pointShadowMatrix: { -- value: [] -- }, -- hemisphereLights: { -- value: [], -- properties: { -- direction: {}, -- skyColor: {}, -- groundColor: {} -- } -- }, -+ -+ ambientLightColor: { value: [] }, -+ -+ lightProbe: { value: [] }, -+ -+ directionalLights: { value: [], properties: { -+ direction: {}, -+ color: {} -+ } }, -+ -+ directionalLightShadows: { value: [], properties: { -+ shadowBias: {}, -+ shadowNormalBias: {}, -+ shadowRadius: {}, -+ shadowMapSize: {} -+ } }, -+ -+ directionalShadowMap: { value: [] }, -+ directionalShadowMatrix: { value: [] }, -+ -+ spotLights: { value: [], properties: { -+ color: {}, -+ position: {}, -+ direction: {}, -+ distance: {}, -+ coneCos: {}, -+ penumbraCos: {}, -+ decay: {} -+ } }, -+ -+ spotLightShadows: { value: [], properties: { -+ shadowBias: {}, -+ shadowNormalBias: {}, -+ shadowRadius: {}, -+ shadowMapSize: {} -+ } }, -+ -+ spotLightMap: { value: [] }, -+ spotShadowMap: { value: [] }, -+ spotLightMatrix: { value: [] }, -+ -+ pointLights: { value: [], properties: { -+ color: {}, -+ position: {}, -+ decay: {}, -+ distance: {} -+ } }, -+ -+ pointLightShadows: { value: [], properties: { -+ shadowBias: {}, -+ shadowNormalBias: {}, -+ shadowRadius: {}, -+ shadowMapSize: {}, -+ shadowCameraNear: {}, -+ shadowCameraFar: {} -+ } }, -+ -+ pointShadowMap: { value: [] }, -+ pointShadowMatrix: { value: [] }, -+ -+ hemisphereLights: { value: [], properties: { -+ direction: {}, -+ skyColor: {}, -+ groundColor: {} -+ } }, -+ - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src -- rectAreaLights: { -- value: [], -- properties: { -- color: {}, -- position: {}, -- width: {}, -- height: {} -- } -- }, -- ltc_1: { -- value: null -- }, -- ltc_2: { -- value: null -- } -+ rectAreaLights: { value: [], properties: { -+ color: {}, -+ position: {}, -+ width: {}, -+ height: {} -+ } }, -+ -+ ltc_1: { value: null }, -+ ltc_2: { value: null } -+ - }, -+ - points: { -- diffuse: { -- value: /*@__PURE__*/new Color(0xffffff) -- }, -- opacity: { -- value: 1.0 -- }, -- size: { -- value: 1.0 -- }, -- scale: { -- value: 1.0 -- }, -- map: { -- value: null -- }, -- alphaMap: { -- value: null -- }, -- alphaTest: { -- value: 0 -- }, -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- } -+ -+ diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, -+ opacity: { value: 1.0 }, -+ size: { value: 1.0 }, -+ scale: { value: 1.0 }, -+ map: { value: null }, -+ alphaMap: { value: null }, -+ alphaTest: { value: 0 }, -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() } -+ - }, -+ - sprite: { -- diffuse: { -- value: /*@__PURE__*/new Color(0xffffff) -- }, -- opacity: { -- value: 1.0 -- }, -- center: { -- value: /*@__PURE__*/new Vector2(0.5, 0.5) -- }, -- rotation: { -- value: 0.0 -- }, -- map: { -- value: null -- }, -- alphaMap: { -- value: null -- }, -- alphaTest: { -- value: 0 -- }, -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- } -+ -+ diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, -+ opacity: { value: 1.0 }, -+ center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) }, -+ rotation: { value: 0.0 }, -+ map: { value: null }, -+ alphaMap: { value: null }, -+ alphaTest: { value: 0 }, -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() } -+ - } -+ - }; - - const ShaderLib = { -+ - basic: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.specularmap, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.fog -+ ] ), -+ - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag -+ - }, -+ - lambert: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.specularmap, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag -+ - }, -+ - phong: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- specular: { -- value: /*@__PURE__*/new Color(0x111111) -- }, -- shininess: { -- value: 30 -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.specularmap, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, -+ shininess: { value: 30 } -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag -+ - }, -+ - standard: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- roughness: { -- value: 1.0 -- }, -- metalness: { -- value: 0.0 -- }, -- envMapIntensity: { -- value: 1 -- } // temporary -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.envmap, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.roughnessmap, -+ UniformsLib.metalnessmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ roughness: { value: 1.0 }, -+ metalness: { value: 0.0 }, -+ envMapIntensity: { value: 1 } // temporary -+ } -+ ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag -+ - }, -+ - toon: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, { -- emissive: { -- value: /*@__PURE__*/new Color(0x000000) -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.aomap, -+ UniformsLib.lightmap, -+ UniformsLib.emissivemap, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.gradientmap, -+ UniformsLib.fog, -+ UniformsLib.lights, -+ { -+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshtoon_vert, - fragmentShader: ShaderChunk.meshtoon_frag -+ - }, -+ - matcap: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, { -- matcap: { -- value: null -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ UniformsLib.fog, -+ { -+ matcap: { value: null } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.meshmatcap_vert, - fragmentShader: ShaderChunk.meshmatcap_frag -+ - }, -+ - points: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.points, UniformsLib.fog]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.points, -+ UniformsLib.fog -+ ] ), -+ - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag -+ - }, -+ - dashed: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.fog, { -- scale: { -- value: 1 -- }, -- dashSize: { -- value: 1 -- }, -- totalSize: { -- value: 2 -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.fog, -+ { -+ scale: { value: 1 }, -+ dashSize: { value: 1 }, -+ totalSize: { value: 2 } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag -+ - }, -+ - depth: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.displacementmap -+ ] ), -+ - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag -+ - }, -+ - normal: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, { -- opacity: { -- value: 1.0 -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.bumpmap, -+ UniformsLib.normalmap, -+ UniformsLib.displacementmap, -+ { -+ opacity: { value: 1.0 } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.meshnormal_vert, - fragmentShader: ShaderChunk.meshnormal_frag -+ - }, -+ - sprite: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.sprite, UniformsLib.fog]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.sprite, -+ UniformsLib.fog -+ ] ), -+ - vertexShader: ShaderChunk.sprite_vert, - fragmentShader: ShaderChunk.sprite_frag -+ - }, -+ - background: { -+ - uniforms: { -- uvTransform: { -- value: /*@__PURE__*/new Matrix3() -- }, -- t2D: { -- value: null -- }, -- backgroundIntensity: { -- value: 1 -- } -+ uvTransform: { value: /*@__PURE__*/ new Matrix3() }, -+ t2D: { value: null }, -+ backgroundIntensity: { value: 1 } - }, -+ - vertexShader: ShaderChunk.background_vert, - fragmentShader: ShaderChunk.background_frag -+ - }, -+ - backgroundCube: { -+ - uniforms: { -- envMap: { -- value: null -- }, -- flipEnvMap: { -- value: -1 -- }, -- backgroundBlurriness: { -- value: 0 -- }, -- backgroundIntensity: { -- value: 1 -- } -+ envMap: { value: null }, -+ flipEnvMap: { value: - 1 }, -+ backgroundBlurriness: { value: 0 }, -+ backgroundIntensity: { value: 1 } - }, -+ - vertexShader: ShaderChunk.backgroundCube_vert, - fragmentShader: ShaderChunk.backgroundCube_frag -+ - }, -+ - cube: { -+ - uniforms: { -- tCube: { -- value: null -- }, -- tFlip: { -- value: -1 -- }, -- opacity: { -- value: 1.0 -- } -+ tCube: { value: null }, -+ tFlip: { value: - 1 }, -+ opacity: { value: 1.0 } - }, -+ - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag -+ - }, -+ - equirect: { -+ - uniforms: { -- tEquirect: { -- value: null -- } -+ tEquirect: { value: null }, - }, -+ - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag -+ - }, -+ - distanceRGBA: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, { -- referencePosition: { -- value: /*@__PURE__*/new Vector3() -- }, -- nearDistance: { -- value: 1 -- }, -- farDistance: { -- value: 1000 -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.common, -+ UniformsLib.displacementmap, -+ { -+ referencePosition: { value: /*@__PURE__*/ new Vector3() }, -+ nearDistance: { value: 1 }, -+ farDistance: { value: 1000 } - } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.distanceRGBA_vert, - fragmentShader: ShaderChunk.distanceRGBA_frag -+ - }, -+ - shadow: { -- uniforms: /*@__PURE__*/mergeUniforms([UniformsLib.lights, UniformsLib.fog, { -- color: { -- value: /*@__PURE__*/new Color(0x00000) -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ UniformsLib.lights, -+ UniformsLib.fog, -+ { -+ color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, -+ opacity: { value: 1.0 } - }, -- opacity: { -- value: 1.0 -- } -- }]), -+ ] ), -+ - vertexShader: ShaderChunk.shadow_vert, - fragmentShader: ShaderChunk.shadow_frag -+ - } -+ - }; -+ - ShaderLib.physical = { -- uniforms: /*@__PURE__*/mergeUniforms([ShaderLib.standard.uniforms, { -- clearcoat: { -- value: 0 -- }, -- clearcoatMap: { -- value: null -- }, -- clearcoatRoughness: { -- value: 0 -- }, -- clearcoatRoughnessMap: { -- value: null -- }, -- clearcoatNormalScale: { -- value: /*@__PURE__*/new Vector2(1, 1) -- }, -- clearcoatNormalMap: { -- value: null -- }, -- iridescence: { -- value: 0 -- }, -- iridescenceMap: { -- value: null -- }, -- iridescenceIOR: { -- value: 1.3 -- }, -- iridescenceThicknessMinimum: { -- value: 100 -- }, -- iridescenceThicknessMaximum: { -- value: 400 -- }, -- iridescenceThicknessMap: { -- value: null -- }, -- sheen: { -- value: 0 -- }, -- sheenColor: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- sheenColorMap: { -- value: null -- }, -- sheenRoughness: { -- value: 1 -- }, -- sheenRoughnessMap: { -- value: null -- }, -- transmission: { -- value: 0 -- }, -- transmissionMap: { -- value: null -- }, -- transmissionSamplerSize: { -- value: /*@__PURE__*/new Vector2() -- }, -- transmissionSamplerMap: { -- value: null -- }, -- thickness: { -- value: 0 -- }, -- thicknessMap: { -- value: null -- }, -- attenuationDistance: { -- value: 0 -- }, -- attenuationColor: { -- value: /*@__PURE__*/new Color(0x000000) -- }, -- specularIntensity: { -- value: 1 -- }, -- specularIntensityMap: { -- value: null -- }, -- specularColor: { -- value: /*@__PURE__*/new Color(1, 1, 1) -- }, -- specularColorMap: { -- value: null -- } -- }]), -+ -+ uniforms: /*@__PURE__*/ mergeUniforms( [ -+ ShaderLib.standard.uniforms, -+ { -+ clearcoat: { value: 0 }, -+ clearcoatMap: { value: null }, -+ clearcoatRoughness: { value: 0 }, -+ clearcoatRoughnessMap: { value: null }, -+ clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, -+ clearcoatNormalMap: { value: null }, -+ iridescence: { value: 0 }, -+ iridescenceMap: { value: null }, -+ iridescenceIOR: { value: 1.3 }, -+ iridescenceThicknessMinimum: { value: 100 }, -+ iridescenceThicknessMaximum: { value: 400 }, -+ iridescenceThicknessMap: { value: null }, -+ sheen: { value: 0 }, -+ sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ sheenColorMap: { value: null }, -+ sheenRoughness: { value: 1 }, -+ sheenRoughnessMap: { value: null }, -+ transmission: { value: 0 }, -+ transmissionMap: { value: null }, -+ transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, -+ transmissionSamplerMap: { value: null }, -+ thickness: { value: 0 }, -+ thicknessMap: { value: null }, -+ attenuationDistance: { value: 0 }, -+ attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, -+ specularIntensity: { value: 1 }, -+ specularIntensityMap: { value: null }, -+ specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, -+ specularColorMap: { value: null }, -+ } -+ ] ), -+ - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag -- }; - -- const _rgb = { -- r: 0, -- b: 0, -- g: 0 - }; -- function WebGLBackground(renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha) { -- const clearColor = new Color(0x000000); -+ -+ const _rgb = { r: 0, b: 0, g: 0 }; -+ -+ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) { -+ -+ const clearColor = new Color( 0x000000 ); - let clearAlpha = alpha === true ? 0 : 1; -+ - let planeMesh; - let boxMesh; -+ - let currentBackground = null; - let currentBackgroundVersion = 0; - let currentTonemapping = null; -- function render(renderList, scene) { -+ -+ function render( renderList, scene ) { -+ - let forceClear = false; - let background = scene.isScene === true ? scene.background : null; -- if (background && background.isTexture) { -+ -+ if ( background && background.isTexture ) { -+ - const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background -- background = (usePMREM ? cubeuvmaps : cubemaps).get(background); -+ background = ( usePMREM ? cubeuvmaps : cubemaps ).get( background ); -+ - } - - // Ignore background in AR -@@ -9453,487 +13939,872 @@ - - const xr = renderer.xr; - const session = xr.getSession && xr.getSession(); -- if (session && session.environmentBlendMode === 'additive') { -+ -+ if ( session && session.environmentBlendMode === 'additive' ) { -+ - background = null; -+ - } -- if (background === null) { -- setClear(clearColor, clearAlpha); -- } else if (background && background.isColor) { -- setClear(background, 1); -+ -+ if ( background === null ) { -+ -+ setClear( clearColor, clearAlpha ); -+ -+ } else if ( background && background.isColor ) { -+ -+ setClear( background, 1 ); - forceClear = true; -+ -+ } -+ -+ if ( renderer.autoClear || forceClear ) { -+ -+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); -+ - } -- if (renderer.autoClear || forceClear) { -- renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil); -- } -- if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) { -- if (boxMesh === undefined) { -- boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({ -- name: 'BackgroundCubeMaterial', -- uniforms: cloneUniforms(ShaderLib.backgroundCube.uniforms), -- vertexShader: ShaderLib.backgroundCube.vertexShader, -- fragmentShader: ShaderLib.backgroundCube.fragmentShader, -- side: BackSide, -- depthTest: false, -- depthWrite: false, -- fog: false -- })); -- boxMesh.geometry.deleteAttribute('normal'); -- boxMesh.geometry.deleteAttribute('uv'); -- boxMesh.onBeforeRender = function (renderer, scene, camera) { -- this.matrixWorld.copyPosition(camera.matrixWorld); -+ -+ if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { -+ -+ if ( boxMesh === undefined ) { -+ -+ boxMesh = new Mesh( -+ new BoxGeometry( 10000, 10000, 10000 ), -+ new ShaderMaterial( { -+ name: 'BackgroundCubeMaterial', -+ uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), -+ vertexShader: ShaderLib.backgroundCube.vertexShader, -+ fragmentShader: ShaderLib.backgroundCube.fragmentShader, -+ side: BackSide, -+ depthTest: false, -+ depthWrite: false, -+ fog: false -+ } ) -+ ); -+ -+ boxMesh.geometry.deleteAttribute( 'normal' ); -+ boxMesh.geometry.deleteAttribute( 'uv' ); -+ -+ boxMesh.onBeforeRender = function ( renderer, scene, camera ) { -+ -+ this.matrixWorld.copyPosition( camera.matrixWorld ); -+ - }; - - // add "envMap" material property so the renderer can evaluate it like for built-in materials -- Object.defineProperty(boxMesh.material, 'envMap', { -+ Object.defineProperty( boxMesh.material, 'envMap', { -+ - get: function () { -+ - return this.uniforms.envMap.value; -+ - } -- }); -- objects.update(boxMesh); -+ -+ } ); -+ -+ objects.update( boxMesh ); -+ - } -+ - boxMesh.material.uniforms.envMap.value = background; -- boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1; -+ boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1; - boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; - boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; -- boxMesh.material.toneMapped = background.encoding === sRGBEncoding ? false : true; -- if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { -+ boxMesh.material.toneMapped = ( background.encoding === sRGBEncoding ) ? false : true; -+ -+ if ( currentBackground !== background || -+ currentBackgroundVersion !== background.version || -+ currentTonemapping !== renderer.toneMapping ) { -+ - boxMesh.material.needsUpdate = true; -+ - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; -+ - } -+ - boxMesh.layers.enableAll(); - - // push to the pre-sorted opaque render list -- renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null); -- } else if (background && background.isTexture) { -- if (planeMesh === undefined) { -- planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({ -- name: 'BackgroundMaterial', -- uniforms: cloneUniforms(ShaderLib.background.uniforms), -- vertexShader: ShaderLib.background.vertexShader, -- fragmentShader: ShaderLib.background.fragmentShader, -- side: FrontSide, -- depthTest: false, -- depthWrite: false, -- fog: false -- })); -- planeMesh.geometry.deleteAttribute('normal'); -+ renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); -+ -+ } else if ( background && background.isTexture ) { -+ -+ if ( planeMesh === undefined ) { -+ -+ planeMesh = new Mesh( -+ new PlaneGeometry( 2, 2 ), -+ new ShaderMaterial( { -+ name: 'BackgroundMaterial', -+ uniforms: cloneUniforms( ShaderLib.background.uniforms ), -+ vertexShader: ShaderLib.background.vertexShader, -+ fragmentShader: ShaderLib.background.fragmentShader, -+ side: FrontSide, -+ depthTest: false, -+ depthWrite: false, -+ fog: false -+ } ) -+ ); -+ -+ planeMesh.geometry.deleteAttribute( 'normal' ); - - // add "map" material property so the renderer can evaluate it like for built-in materials -- Object.defineProperty(planeMesh.material, 'map', { -+ Object.defineProperty( planeMesh.material, 'map', { -+ - get: function () { -+ - return this.uniforms.t2D.value; -+ - } -- }); -- objects.update(planeMesh); -+ -+ } ); -+ -+ objects.update( planeMesh ); -+ - } -+ - planeMesh.material.uniforms.t2D.value = background; - planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; -- planeMesh.material.toneMapped = background.encoding === sRGBEncoding ? false : true; -- if (background.matrixAutoUpdate === true) { -+ planeMesh.material.toneMapped = ( background.encoding === sRGBEncoding ) ? false : true; -+ -+ if ( background.matrixAutoUpdate === true ) { -+ - background.updateMatrix(); -+ - } -- planeMesh.material.uniforms.uvTransform.value.copy(background.matrix); -- if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { -+ -+ planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); -+ -+ if ( currentBackground !== background || -+ currentBackgroundVersion !== background.version || -+ currentTonemapping !== renderer.toneMapping ) { -+ - planeMesh.material.needsUpdate = true; -+ - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; -+ - } -+ - planeMesh.layers.enableAll(); - - // push to the pre-sorted opaque render list -- renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null); -+ renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); -+ - } -+ - } -- function setClear(color, alpha) { -- color.getRGB(_rgb, getUnlitUniformColorSpace(renderer)); -- state.buffers.color.setClear(_rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha); -+ -+ function setClear( color, alpha ) { -+ -+ color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); -+ -+ state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); -+ - } -+ - return { -+ - getClearColor: function () { -+ - return clearColor; -+ - }, -- setClearColor: function (color, alpha = 1) { -- clearColor.set(color); -+ setClearColor: function ( color, alpha = 1 ) { -+ -+ clearColor.set( color ); - clearAlpha = alpha; -- setClear(clearColor, clearAlpha); -+ setClear( clearColor, clearAlpha ); -+ - }, - getClearAlpha: function () { -+ - return clearAlpha; -+ - }, -- setClearAlpha: function (alpha) { -+ setClearAlpha: function ( alpha ) { -+ - clearAlpha = alpha; -- setClear(clearColor, clearAlpha); -+ setClear( clearColor, clearAlpha ); -+ - }, - render: render -+ - }; -+ - } - -- function WebGLBindingStates(gl, extensions, attributes, capabilities) { -- const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); -- const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object'); -+ function WebGLBindingStates( gl, extensions, attributes, capabilities ) { -+ -+ const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); -+ -+ const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' ); - const vaoAvailable = capabilities.isWebGL2 || extension !== null; -+ - const bindingStates = {}; -- const defaultState = createBindingState(null); -+ -+ const defaultState = createBindingState( null ); - let currentState = defaultState; - let forceUpdate = false; -- function setup(object, material, program, geometry, index) { -+ -+ function setup( object, material, program, geometry, index ) { -+ - let updateBuffers = false; -- if (vaoAvailable) { -- const state = getBindingState(geometry, program, material); -- if (currentState !== state) { -+ -+ if ( vaoAvailable ) { -+ -+ const state = getBindingState( geometry, program, material ); -+ -+ if ( currentState !== state ) { -+ - currentState = state; -- bindVertexArrayObject(currentState.object); -+ bindVertexArrayObject( currentState.object ); -+ - } -- updateBuffers = needsUpdate(object, geometry, program, index); -- if (updateBuffers) saveCache(object, geometry, program, index); -+ -+ updateBuffers = needsUpdate( object, geometry, program, index ); -+ -+ if ( updateBuffers ) saveCache( object, geometry, program, index ); -+ - } else { -- const wireframe = material.wireframe === true; -- if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) { -+ -+ const wireframe = ( material.wireframe === true ); -+ -+ if ( currentState.geometry !== geometry.id || -+ currentState.program !== program.id || -+ currentState.wireframe !== wireframe ) { -+ - currentState.geometry = geometry.id; - currentState.program = program.id; - currentState.wireframe = wireframe; -+ - updateBuffers = true; -+ - } -+ - } -- if (index !== null) { -- attributes.update(index, gl.ELEMENT_ARRAY_BUFFER); -+ -+ if ( index !== null ) { -+ -+ attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); -+ - } -- if (updateBuffers || forceUpdate) { -+ -+ if ( updateBuffers || forceUpdate ) { -+ - forceUpdate = false; -- setupVertexAttributes(object, material, program, geometry); -- if (index !== null) { -- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer); -+ -+ setupVertexAttributes( object, material, program, geometry ); -+ -+ if ( index !== null ) { -+ -+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); -+ - } -+ - } -+ - } -+ - function createVertexArrayObject() { -- if (capabilities.isWebGL2) return gl.createVertexArray(); -+ -+ if ( capabilities.isWebGL2 ) return gl.createVertexArray(); -+ - return extension.createVertexArrayOES(); -+ - } -- function bindVertexArrayObject(vao) { -- if (capabilities.isWebGL2) return gl.bindVertexArray(vao); -- return extension.bindVertexArrayOES(vao); -+ -+ function bindVertexArrayObject( vao ) { -+ -+ if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao ); -+ -+ return extension.bindVertexArrayOES( vao ); -+ - } -- function deleteVertexArrayObject(vao) { -- if (capabilities.isWebGL2) return gl.deleteVertexArray(vao); -- return extension.deleteVertexArrayOES(vao); -+ -+ function deleteVertexArrayObject( vao ) { -+ -+ if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao ); -+ -+ return extension.deleteVertexArrayOES( vao ); -+ - } -- function getBindingState(geometry, program, material) { -- const wireframe = material.wireframe === true; -- let programMap = bindingStates[geometry.id]; -- if (programMap === undefined) { -+ -+ function getBindingState( geometry, program, material ) { -+ -+ const wireframe = ( material.wireframe === true ); -+ -+ let programMap = bindingStates[ geometry.id ]; -+ -+ if ( programMap === undefined ) { -+ - programMap = {}; -- bindingStates[geometry.id] = programMap; -+ bindingStates[ geometry.id ] = programMap; -+ - } -- let stateMap = programMap[program.id]; -- if (stateMap === undefined) { -+ -+ let stateMap = programMap[ program.id ]; -+ -+ if ( stateMap === undefined ) { -+ - stateMap = {}; -- programMap[program.id] = stateMap; -+ programMap[ program.id ] = stateMap; -+ - } -- let state = stateMap[wireframe]; -- if (state === undefined) { -- state = createBindingState(createVertexArrayObject()); -- stateMap[wireframe] = state; -+ -+ let state = stateMap[ wireframe ]; -+ -+ if ( state === undefined ) { -+ -+ state = createBindingState( createVertexArrayObject() ); -+ stateMap[ wireframe ] = state; -+ - } -+ - return state; -+ - } -- function createBindingState(vao) { -+ -+ function createBindingState( vao ) { -+ - const newAttributes = []; - const enabledAttributes = []; - const attributeDivisors = []; -- for (let i = 0; i < maxVertexAttributes; i++) { -- newAttributes[i] = 0; -- enabledAttributes[i] = 0; -- attributeDivisors[i] = 0; -+ -+ for ( let i = 0; i < maxVertexAttributes; i ++ ) { -+ -+ newAttributes[ i ] = 0; -+ enabledAttributes[ i ] = 0; -+ attributeDivisors[ i ] = 0; -+ - } -+ - return { -+ - // for backward compatibility on non-VAO support browser - geometry: null, - program: null, - wireframe: false, -+ - newAttributes: newAttributes, - enabledAttributes: enabledAttributes, - attributeDivisors: attributeDivisors, - object: vao, - attributes: {}, - index: null -+ - }; -+ - } -- function needsUpdate(object, geometry, program, index) { -+ -+ function needsUpdate( object, geometry, program, index ) { -+ - const cachedAttributes = currentState.attributes; - const geometryAttributes = geometry.attributes; -+ - let attributesNum = 0; -+ - const programAttributes = program.getAttributes(); -- for (const name in programAttributes) { -- const programAttribute = programAttributes[name]; -- if (programAttribute.location >= 0) { -- const cachedAttribute = cachedAttributes[name]; -- let geometryAttribute = geometryAttributes[name]; -- if (geometryAttribute === undefined) { -- if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix; -- if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor; -- } -- if (cachedAttribute === undefined) return true; -- if (cachedAttribute.attribute !== geometryAttribute) return true; -- if (geometryAttribute && cachedAttribute.data !== geometryAttribute.data) return true; -- attributesNum++; -- } -- } -- if (currentState.attributesNum !== attributesNum) return true; -- if (currentState.index !== index) return true; -+ -+ for ( const name in programAttributes ) { -+ -+ const programAttribute = programAttributes[ name ]; -+ -+ if ( programAttribute.location >= 0 ) { -+ -+ const cachedAttribute = cachedAttributes[ name ]; -+ let geometryAttribute = geometryAttributes[ name ]; -+ -+ if ( geometryAttribute === undefined ) { -+ -+ if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; -+ if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; -+ -+ } -+ -+ if ( cachedAttribute === undefined ) return true; -+ -+ if ( cachedAttribute.attribute !== geometryAttribute ) return true; -+ -+ if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; -+ -+ attributesNum ++; -+ -+ } -+ -+ } -+ -+ if ( currentState.attributesNum !== attributesNum ) return true; -+ -+ if ( currentState.index !== index ) return true; -+ - return false; -+ - } -- function saveCache(object, geometry, program, index) { -+ -+ function saveCache( object, geometry, program, index ) { -+ - const cache = {}; - const attributes = geometry.attributes; - let attributesNum = 0; -+ - const programAttributes = program.getAttributes(); -- for (const name in programAttributes) { -- const programAttribute = programAttributes[name]; -- if (programAttribute.location >= 0) { -- let attribute = attributes[name]; -- if (attribute === undefined) { -- if (name === 'instanceMatrix' && object.instanceMatrix) attribute = object.instanceMatrix; -- if (name === 'instanceColor' && object.instanceColor) attribute = object.instanceColor; -+ -+ for ( const name in programAttributes ) { -+ -+ const programAttribute = programAttributes[ name ]; -+ -+ if ( programAttribute.location >= 0 ) { -+ -+ let attribute = attributes[ name ]; -+ -+ if ( attribute === undefined ) { -+ -+ if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; -+ if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; -+ - } -+ - const data = {}; - data.attribute = attribute; -- if (attribute && attribute.data) { -+ -+ if ( attribute && attribute.data ) { -+ - data.data = attribute.data; -+ - } -- cache[name] = data; -- attributesNum++; -+ -+ cache[ name ] = data; -+ -+ attributesNum ++; -+ - } -+ - } -+ - currentState.attributes = cache; - currentState.attributesNum = attributesNum; -+ - currentState.index = index; -+ - } -+ - function initAttributes() { -+ - const newAttributes = currentState.newAttributes; -- for (let i = 0, il = newAttributes.length; i < il; i++) { -- newAttributes[i] = 0; -+ -+ for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { -+ -+ newAttributes[ i ] = 0; -+ - } -+ - } -- function enableAttribute(attribute) { -- enableAttributeAndDivisor(attribute, 0); -+ -+ function enableAttribute( attribute ) { -+ -+ enableAttributeAndDivisor( attribute, 0 ); -+ - } -- function enableAttributeAndDivisor(attribute, meshPerAttribute) { -+ -+ function enableAttributeAndDivisor( attribute, meshPerAttribute ) { -+ - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - const attributeDivisors = currentState.attributeDivisors; -- newAttributes[attribute] = 1; -- if (enabledAttributes[attribute] === 0) { -- gl.enableVertexAttribArray(attribute); -- enabledAttributes[attribute] = 1; -+ -+ newAttributes[ attribute ] = 1; -+ -+ if ( enabledAttributes[ attribute ] === 0 ) { -+ -+ gl.enableVertexAttribArray( attribute ); -+ enabledAttributes[ attribute ] = 1; -+ - } -- if (attributeDivisors[attribute] !== meshPerAttribute) { -- const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays'); -- extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute); -- attributeDivisors[attribute] = meshPerAttribute; -+ -+ if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { -+ -+ const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); -+ -+ extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); -+ attributeDivisors[ attribute ] = meshPerAttribute; -+ - } -+ - } -+ - function disableUnusedAttributes() { -+ - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; -- for (let i = 0, il = enabledAttributes.length; i < il; i++) { -- if (enabledAttributes[i] !== newAttributes[i]) { -- gl.disableVertexAttribArray(i); -- enabledAttributes[i] = 0; -+ -+ for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { -+ -+ if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { -+ -+ gl.disableVertexAttribArray( i ); -+ enabledAttributes[ i ] = 0; -+ - } -+ - } -+ - } -- function vertexAttribPointer(index, size, type, normalized, stride, offset) { -- if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) { -- gl.vertexAttribIPointer(index, size, type, stride, offset); -+ -+ function vertexAttribPointer( index, size, type, normalized, stride, offset ) { -+ -+ if ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT ) ) { -+ -+ gl.vertexAttribIPointer( index, size, type, stride, offset ); -+ - } else { -- gl.vertexAttribPointer(index, size, type, normalized, stride, offset); -+ -+ gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); -+ - } -+ - } -- function setupVertexAttributes(object, material, program, geometry) { -- if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) { -- if (extensions.get('ANGLE_instanced_arrays') === null) return; -+ -+ function setupVertexAttributes( object, material, program, geometry ) { -+ -+ if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { -+ -+ if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; -+ - } -+ - initAttributes(); -+ - const geometryAttributes = geometry.attributes; -+ - const programAttributes = program.getAttributes(); -+ - const materialDefaultAttributeValues = material.defaultAttributeValues; -- for (const name in programAttributes) { -- const programAttribute = programAttributes[name]; -- if (programAttribute.location >= 0) { -- let geometryAttribute = geometryAttributes[name]; -- if (geometryAttribute === undefined) { -- if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix; -- if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor; -- } -- if (geometryAttribute !== undefined) { -+ -+ for ( const name in programAttributes ) { -+ -+ const programAttribute = programAttributes[ name ]; -+ -+ if ( programAttribute.location >= 0 ) { -+ -+ let geometryAttribute = geometryAttributes[ name ]; -+ -+ if ( geometryAttribute === undefined ) { -+ -+ if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; -+ if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; -+ -+ } -+ -+ if ( geometryAttribute !== undefined ) { -+ - const normalized = geometryAttribute.normalized; - const size = geometryAttribute.itemSize; -- const attribute = attributes.get(geometryAttribute); -+ -+ const attribute = attributes.get( geometryAttribute ); - - // TODO Attribute may not be available on context restore - -- if (attribute === undefined) continue; -+ if ( attribute === undefined ) continue; -+ - const buffer = attribute.buffer; - const type = attribute.type; - const bytesPerElement = attribute.bytesPerElement; -- if (geometryAttribute.isInterleavedBufferAttribute) { -+ -+ if ( geometryAttribute.isInterleavedBufferAttribute ) { -+ - const data = geometryAttribute.data; - const stride = data.stride; - const offset = geometryAttribute.offset; -- if (data.isInstancedInterleavedBuffer) { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute); -+ -+ if ( data.isInstancedInterleavedBuffer ) { -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); -+ - } -- if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) { -+ -+ if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { -+ - geometry._maxInstanceCount = data.meshPerAttribute * data.count; -+ - } -+ - } else { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttribute(programAttribute.location + i); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttribute( programAttribute.location + i ); -+ - } -+ - } -- gl.bindBuffer(gl.ARRAY_BUFFER, buffer); -- for (let i = 0; i < programAttribute.locationSize; i++) { -- vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement); -+ -+ gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ vertexAttribPointer( -+ programAttribute.location + i, -+ size / programAttribute.locationSize, -+ type, -+ normalized, -+ stride * bytesPerElement, -+ ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement -+ ); -+ - } -+ - } else { -- if (geometryAttribute.isInstancedBufferAttribute) { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute); -+ -+ if ( geometryAttribute.isInstancedBufferAttribute ) { -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); -+ - } -- if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) { -+ -+ if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { -+ - geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; -+ - } -+ - } else { -- for (let i = 0; i < programAttribute.locationSize; i++) { -- enableAttribute(programAttribute.location + i); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ enableAttribute( programAttribute.location + i ); -+ - } -+ - } -- gl.bindBuffer(gl.ARRAY_BUFFER, buffer); -- for (let i = 0; i < programAttribute.locationSize; i++) { -- vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement); -+ -+ gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); -+ -+ for ( let i = 0; i < programAttribute.locationSize; i ++ ) { -+ -+ vertexAttribPointer( -+ programAttribute.location + i, -+ size / programAttribute.locationSize, -+ type, -+ normalized, -+ size * bytesPerElement, -+ ( size / programAttribute.locationSize ) * i * bytesPerElement -+ ); -+ - } -+ - } -- } else if (materialDefaultAttributeValues !== undefined) { -- const value = materialDefaultAttributeValues[name]; -- if (value !== undefined) { -- switch (value.length) { -+ -+ } else if ( materialDefaultAttributeValues !== undefined ) { -+ -+ const value = materialDefaultAttributeValues[ name ]; -+ -+ if ( value !== undefined ) { -+ -+ switch ( value.length ) { -+ - case 2: -- gl.vertexAttrib2fv(programAttribute.location, value); -+ gl.vertexAttrib2fv( programAttribute.location, value ); - break; -+ - case 3: -- gl.vertexAttrib3fv(programAttribute.location, value); -+ gl.vertexAttrib3fv( programAttribute.location, value ); - break; -+ - case 4: -- gl.vertexAttrib4fv(programAttribute.location, value); -+ gl.vertexAttrib4fv( programAttribute.location, value ); - break; -+ - default: -- gl.vertexAttrib1fv(programAttribute.location, value); -+ gl.vertexAttrib1fv( programAttribute.location, value ); -+ - } -+ - } -+ - } -+ - } -+ - } -+ - disableUnusedAttributes(); -+ - } -+ - function dispose() { -+ - reset(); -- for (const geometryId in bindingStates) { -- const programMap = bindingStates[geometryId]; -- for (const programId in programMap) { -- const stateMap = programMap[programId]; -- for (const wireframe in stateMap) { -- deleteVertexArrayObject(stateMap[wireframe].object); -- delete stateMap[wireframe]; -+ -+ for ( const geometryId in bindingStates ) { -+ -+ const programMap = bindingStates[ geometryId ]; -+ -+ for ( const programId in programMap ) { -+ -+ const stateMap = programMap[ programId ]; -+ -+ for ( const wireframe in stateMap ) { -+ -+ deleteVertexArrayObject( stateMap[ wireframe ].object ); -+ -+ delete stateMap[ wireframe ]; -+ - } -- delete programMap[programId]; -+ -+ delete programMap[ programId ]; -+ - } -- delete bindingStates[geometryId]; -+ -+ delete bindingStates[ geometryId ]; -+ - } -+ - } -- function releaseStatesOfGeometry(geometry) { -- if (bindingStates[geometry.id] === undefined) return; -- const programMap = bindingStates[geometry.id]; -- for (const programId in programMap) { -- const stateMap = programMap[programId]; -- for (const wireframe in stateMap) { -- deleteVertexArrayObject(stateMap[wireframe].object); -- delete stateMap[wireframe]; -+ -+ function releaseStatesOfGeometry( geometry ) { -+ -+ if ( bindingStates[ geometry.id ] === undefined ) return; -+ -+ const programMap = bindingStates[ geometry.id ]; -+ -+ for ( const programId in programMap ) { -+ -+ const stateMap = programMap[ programId ]; -+ -+ for ( const wireframe in stateMap ) { -+ -+ deleteVertexArrayObject( stateMap[ wireframe ].object ); -+ -+ delete stateMap[ wireframe ]; -+ - } -- delete programMap[programId]; -+ -+ delete programMap[ programId ]; -+ - } -- delete bindingStates[geometry.id]; -+ -+ delete bindingStates[ geometry.id ]; -+ - } -- function releaseStatesOfProgram(program) { -- for (const geometryId in bindingStates) { -- const programMap = bindingStates[geometryId]; -- if (programMap[program.id] === undefined) continue; -- const stateMap = programMap[program.id]; -- for (const wireframe in stateMap) { -- deleteVertexArrayObject(stateMap[wireframe].object); -- delete stateMap[wireframe]; -+ -+ function releaseStatesOfProgram( program ) { -+ -+ for ( const geometryId in bindingStates ) { -+ -+ const programMap = bindingStates[ geometryId ]; -+ -+ if ( programMap[ program.id ] === undefined ) continue; -+ -+ const stateMap = programMap[ program.id ]; -+ -+ for ( const wireframe in stateMap ) { -+ -+ deleteVertexArrayObject( stateMap[ wireframe ].object ); -+ -+ delete stateMap[ wireframe ]; -+ - } -- delete programMap[program.id]; -+ -+ delete programMap[ program.id ]; -+ - } -+ - } -+ - function reset() { -+ - resetDefaultState(); - forceUpdate = true; -- if (currentState === defaultState) return; -+ -+ if ( currentState === defaultState ) return; -+ - currentState = defaultState; -- bindVertexArrayObject(currentState.object); -+ bindVertexArrayObject( currentState.object ); -+ - } - - // for backward-compatibility - - function resetDefaultState() { -+ - defaultState.geometry = null; - defaultState.program = null; - defaultState.wireframe = false; -+ - } -+ - return { -+ - setup: setup, - reset: reset, - resetDefaultState: resetDefaultState, - dispose: dispose, - releaseStatesOfGeometry: releaseStatesOfGeometry, - releaseStatesOfProgram: releaseStatesOfProgram, -+ - initAttributes: initAttributes, - enableAttribute: enableAttribute, - disableUnusedAttributes: disableUnusedAttributes -+ - }; -+ - } - -- function WebGLBufferRenderer(gl, extensions, info, capabilities) { -+ function WebGLBufferRenderer( gl, extensions, info, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - let mode; -- function setMode(value) { -+ -+ function setMode( value ) { -+ - mode = value; -+ - } -- function render(start, count) { -- gl.drawArrays(mode, start, count); -- info.update(count, mode, 1); -+ -+ function render( start, count ) { -+ -+ gl.drawArrays( mode, start, count ); -+ -+ info.update( count, mode, 1 ); -+ - } -- function renderInstances(start, count, primcount) { -- if (primcount === 0) return; -+ -+ function renderInstances( start, count, primcount ) { -+ -+ if ( primcount === 0 ) return; -+ - let extension, methodName; -- if (isWebGL2) { -+ -+ if ( isWebGL2 ) { -+ - extension = gl; - methodName = 'drawArraysInstanced'; -+ - } else { -- extension = extensions.get('ANGLE_instanced_arrays'); -+ -+ extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawArraysInstancedANGLE'; -- if (extension === null) { -- console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'); -+ -+ if ( extension === null ) { -+ -+ console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; -+ - } -+ - } -- extension[methodName](mode, start, count, primcount); -- info.update(count, mode, primcount); -+ -+ extension[ methodName ]( mode, start, count, primcount ); -+ -+ info.update( count, mode, primcount ); -+ - } - - // -@@ -9941,257 +14812,432 @@ - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; -+ - } - -- function WebGLCapabilities(gl, extensions, parameters) { -+ function WebGLCapabilities( gl, extensions, parameters ) { -+ - let maxAnisotropy; -+ - function getMaxAnisotropy() { -- if (maxAnisotropy !== undefined) return maxAnisotropy; -- if (extensions.has('EXT_texture_filter_anisotropic') === true) { -- const extension = extensions.get('EXT_texture_filter_anisotropic'); -- maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT); -+ -+ if ( maxAnisotropy !== undefined ) return maxAnisotropy; -+ -+ if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { -+ -+ const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); -+ -+ maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); -+ - } else { -+ - maxAnisotropy = 0; -+ - } -+ - return maxAnisotropy; -+ - } -- function getMaxPrecision(precision) { -- if (precision === 'highp') { -- if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) { -+ -+ function getMaxPrecision( precision ) { -+ -+ if ( precision === 'highp' ) { -+ -+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && -+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { -+ - return 'highp'; -+ - } -+ - precision = 'mediump'; -+ - } -- if (precision === 'mediump') { -- if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) { -+ -+ if ( precision === 'mediump' ) { -+ -+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && -+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { -+ - return 'mediump'; -+ - } -+ - } -+ - return 'lowp'; -+ - } -- const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext; -+ -+ const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) || -+ ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext ); -+ - let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; -- const maxPrecision = getMaxPrecision(precision); -- if (maxPrecision !== precision) { -- console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.'); -+ const maxPrecision = getMaxPrecision( precision ); -+ -+ if ( maxPrecision !== precision ) { -+ -+ console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; -+ - } -- const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers'); -+ -+ const drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ); -+ - const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; -- const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); -- const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); -- const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); -- const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); -- const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); -- const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS); -- const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); -- const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); -+ -+ const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); -+ const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); -+ const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); -+ const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); -+ -+ const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); -+ const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); -+ const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); -+ const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); -+ - const vertexTextures = maxVertexTextures > 0; -- const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float'); -+ const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' ); - const floatVertexTextures = vertexTextures && floatFragmentTextures; -- const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0; -+ -+ const maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0; -+ - return { -+ - isWebGL2: isWebGL2, -+ - drawBuffers: drawBuffers, -+ - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, -+ - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, -+ - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, -+ - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, -+ - vertexTextures: vertexTextures, - floatFragmentTextures: floatFragmentTextures, - floatVertexTextures: floatVertexTextures, -+ - maxSamples: maxSamples -+ - }; -+ - } - -- function WebGLClipping(properties) { -+ function WebGLClipping( properties ) { -+ - const scope = this; -+ - let globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false; -+ - const plane = new Plane(), - viewNormalMatrix = new Matrix3(), -- uniform = { -- value: null, -- needsUpdate: false -- }; -+ -+ uniform = { value: null, needsUpdate: false }; -+ - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; -- this.init = function (planes, enableLocalClipping, camera) { -- const enabled = planes.length !== 0 || enableLocalClipping || -- // enable state of previous frame - the clipping code has to -- // run another frame in order to reset the state: -- numGlobalPlanes !== 0 || localClippingEnabled; -+ -+ this.init = function ( planes, enableLocalClipping, camera ) { -+ -+ const enabled = -+ planes.length !== 0 || -+ enableLocalClipping || -+ // enable state of previous frame - the clipping code has to -+ // run another frame in order to reset the state: -+ numGlobalPlanes !== 0 || -+ localClippingEnabled; -+ - localClippingEnabled = enableLocalClipping; -- globalState = projectPlanes(planes, camera, 0); -+ -+ globalState = projectPlanes( planes, camera, 0 ); - numGlobalPlanes = planes.length; -+ - return enabled; -+ - }; -+ - this.beginShadows = function () { -+ - renderingShadows = true; -- projectPlanes(null); -+ projectPlanes( null ); -+ - }; -+ - this.endShadows = function () { -+ - renderingShadows = false; - resetGlobalState(); -+ - }; -- this.setState = function (material, camera, useCache) { -+ -+ this.setState = function ( material, camera, useCache ) { -+ - const planes = material.clippingPlanes, - clipIntersection = material.clipIntersection, - clipShadows = material.clipShadows; -- const materialProperties = properties.get(material); -- if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) { -+ -+ const materialProperties = properties.get( material ); -+ -+ if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { -+ - // there's no local clipping - -- if (renderingShadows) { -+ if ( renderingShadows ) { -+ - // there's no global clipping - -- projectPlanes(null); -+ projectPlanes( null ); -+ - } else { -+ - resetGlobalState(); -+ - } -+ - } else { -+ - const nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4; -+ - let dstArray = materialProperties.clippingState || null; -+ - uniform.value = dstArray; // ensure unique state - -- dstArray = projectPlanes(planes, camera, lGlobal, useCache); -- for (let i = 0; i !== lGlobal; ++i) { -- dstArray[i] = globalState[i]; -+ dstArray = projectPlanes( planes, camera, lGlobal, useCache ); -+ -+ for ( let i = 0; i !== lGlobal; ++ i ) { -+ -+ dstArray[ i ] = globalState[ i ]; -+ - } -+ - materialProperties.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; -+ - } -+ -+ - }; -+ - function resetGlobalState() { -- if (uniform.value !== globalState) { -+ -+ if ( uniform.value !== globalState ) { -+ - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; -+ - } -+ - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; -+ - } -- function projectPlanes(planes, camera, dstOffset, skipTransform) { -+ -+ function projectPlanes( planes, camera, dstOffset, skipTransform ) { -+ - const nPlanes = planes !== null ? planes.length : 0; - let dstArray = null; -- if (nPlanes !== 0) { -+ -+ if ( nPlanes !== 0 ) { -+ - dstArray = uniform.value; -- if (skipTransform !== true || dstArray === null) { -+ -+ if ( skipTransform !== true || dstArray === null ) { -+ - const flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; -- viewNormalMatrix.getNormalMatrix(viewMatrix); -- if (dstArray === null || dstArray.length < flatSize) { -- dstArray = new Float32Array(flatSize); -+ -+ viewNormalMatrix.getNormalMatrix( viewMatrix ); -+ -+ if ( dstArray === null || dstArray.length < flatSize ) { -+ -+ dstArray = new Float32Array( flatSize ); -+ - } -- for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) { -- plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix); -- plane.normal.toArray(dstArray, i4); -- dstArray[i4 + 3] = plane.constant; -+ -+ for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { -+ -+ plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); -+ -+ plane.normal.toArray( dstArray, i4 ); -+ dstArray[ i4 + 3 ] = plane.constant; -+ - } -+ - } -+ - uniform.value = dstArray; - uniform.needsUpdate = true; -+ - } -+ - scope.numPlanes = nPlanes; - scope.numIntersection = 0; -+ - return dstArray; -+ - } -+ - } - -- function WebGLCubeMaps(renderer) { -+ function WebGLCubeMaps( renderer ) { -+ - let cubemaps = new WeakMap(); -- function mapTextureMapping(texture, mapping) { -- if (mapping === EquirectangularReflectionMapping) { -+ -+ function mapTextureMapping( texture, mapping ) { -+ -+ if ( mapping === EquirectangularReflectionMapping ) { -+ - texture.mapping = CubeReflectionMapping; -- } else if (mapping === EquirectangularRefractionMapping) { -+ -+ } else if ( mapping === EquirectangularRefractionMapping ) { -+ - texture.mapping = CubeRefractionMapping; -+ - } -+ - return texture; -+ - } -- function get(texture) { -- if (texture && texture.isTexture && texture.isRenderTargetTexture === false) { -+ -+ function get( texture ) { -+ -+ if ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) { -+ - const mapping = texture.mapping; -- if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) { -- if (cubemaps.has(texture)) { -- const cubemap = cubemaps.get(texture).texture; -- return mapTextureMapping(cubemap, texture.mapping); -+ -+ if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { -+ -+ if ( cubemaps.has( texture ) ) { -+ -+ const cubemap = cubemaps.get( texture ).texture; -+ return mapTextureMapping( cubemap, texture.mapping ); -+ - } else { -+ - const image = texture.image; -- if (image && image.height > 0) { -- const renderTarget = new WebGLCubeRenderTarget(image.height / 2); -- renderTarget.fromEquirectangularTexture(renderer, texture); -- cubemaps.set(texture, renderTarget); -- texture.addEventListener('dispose', onTextureDispose); -- return mapTextureMapping(renderTarget.texture, texture.mapping); -+ -+ if ( image && image.height > 0 ) { -+ -+ const renderTarget = new WebGLCubeRenderTarget( image.height / 2 ); -+ renderTarget.fromEquirectangularTexture( renderer, texture ); -+ cubemaps.set( texture, renderTarget ); -+ -+ texture.addEventListener( 'dispose', onTextureDispose ); -+ -+ return mapTextureMapping( renderTarget.texture, texture.mapping ); -+ - } else { -+ - // image not yet ready. try the conversion next frame - - return null; -+ - } -+ - } -+ - } -+ - } -+ - return texture; -+ - } -- function onTextureDispose(event) { -+ -+ function onTextureDispose( event ) { -+ - const texture = event.target; -- texture.removeEventListener('dispose', onTextureDispose); -- const cubemap = cubemaps.get(texture); -- if (cubemap !== undefined) { -- cubemaps.delete(texture); -+ -+ texture.removeEventListener( 'dispose', onTextureDispose ); -+ -+ const cubemap = cubemaps.get( texture ); -+ -+ if ( cubemap !== undefined ) { -+ -+ cubemaps.delete( texture ); - cubemap.dispose(); -+ - } -+ - } -+ - function dispose() { -+ - cubemaps = new WeakMap(); -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - - class OrthographicCamera extends Camera { -- constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) { -+ -+ constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) { -+ - super(); -+ - this.isOrthographicCamera = true; -+ - this.type = 'OrthographicCamera'; -+ - this.zoom = 1; - this.view = null; -+ - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; -+ - this.near = near; - this.far = far; -+ - this.updateProjectionMatrix(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; -+ - this.zoom = source.zoom; -- this.view = source.view === null ? null : Object.assign({}, source.view); -+ this.view = source.view === null ? null : Object.assign( {}, source.view ); -+ - return this; -+ - } -- setViewOffset(fullWidth, fullHeight, x, y, width, height) { -- if (this.view === null) { -+ -+ setViewOffset( fullWidth, fullHeight, x, y, width, height ) { -+ -+ if ( this.view === null ) { -+ - this.view = { - enabled: true, - fullWidth: 1, -@@ -10201,7 +15247,9 @@ - width: 1, - height: 1 - }; -+ - } -+ - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; -@@ -10209,36 +15257,57 @@ - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; -+ - this.updateProjectionMatrix(); -+ - } -+ - clearViewOffset() { -- if (this.view !== null) { -+ -+ if ( this.view !== null ) { -+ - this.view.enabled = false; -+ - } -+ - this.updateProjectionMatrix(); -+ - } -+ - updateProjectionMatrix() { -- const dx = (this.right - this.left) / (2 * this.zoom); -- const dy = (this.top - this.bottom) / (2 * this.zoom); -- const cx = (this.right + this.left) / 2; -- const cy = (this.top + this.bottom) / 2; -+ -+ const dx = ( this.right - this.left ) / ( 2 * this.zoom ); -+ const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); -+ const cx = ( this.right + this.left ) / 2; -+ const cy = ( this.top + this.bottom ) / 2; -+ - let left = cx - dx; - let right = cx + dx; - let top = cy + dy; - let bottom = cy - dy; -- if (this.view !== null && this.view.enabled) { -- const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom; -- const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom; -+ -+ if ( this.view !== null && this.view.enabled ) { -+ -+ const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; -+ const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; -+ - left += scaleW * this.view.offsetX; - right = left + scaleW * this.view.width; - top -= scaleH * this.view.offsetY; - bottom = top - scaleH * this.view.height; -+ - } -- this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far); -- this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); -+ -+ this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); -+ -+ this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; -@@ -10246,9 +15315,13 @@ - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; -- if (this.view !== null) data.object.view = Object.assign({}, this.view); -+ -+ if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); -+ - return data; -+ - } -+ - } - - const LOD_MIN = 4; -@@ -10257,22 +15330,33 @@ - // chosen to approximate a Trowbridge-Reitz distribution function times the - // geometric shadowing function. These sigma values squared must match the - // variance #defines in cube_uv_reflection_fragment.glsl.js. -- const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582]; -+ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; - - // The maximum length of the blur for loop. Smaller sigmas will use fewer - // samples and exit early, but not recompile the shader. - const MAX_SAMPLES = 20; -- const _flatCamera = /*@__PURE__*/new OrthographicCamera(); -- const _clearColor = /*@__PURE__*/new Color(); -+ -+ const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); -+ const _clearColor = /*@__PURE__*/ new Color(); - let _oldTarget = null; - - // Golden Ratio -- const PHI = (1 + Math.sqrt(5)) / 2; -+ const PHI = ( 1 + Math.sqrt( 5 ) ) / 2; - const INV_PHI = 1 / PHI; - - // Vertices of a dodecahedron (except the opposites, which represent the - // same axis), used as axis directions evenly spread on a sphere. -- const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)]; -+ const _axisDirections = [ -+ /*@__PURE__*/ new Vector3( 1, 1, 1 ), -+ /*@__PURE__*/ new Vector3( - 1, 1, 1 ), -+ /*@__PURE__*/ new Vector3( 1, 1, - 1 ), -+ /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), -+ /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), -+ /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), -+ /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), -+ /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), -+ /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), -+ /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ]; - - /** - * This class generates a Prefiltered, Mipmapped Radiance Environment Map -@@ -10290,18 +15374,24 @@ - */ - - class PMREMGenerator { -- constructor(renderer) { -+ -+ constructor( renderer ) { -+ - this._renderer = renderer; - this._pingPongRenderTarget = null; -+ - this._lodMax = 0; - this._cubeSize = 0; - this._lodPlanes = []; - this._sizeLods = []; - this._sigmas = []; -+ - this._blurMaterial = null; - this._cubemapMaterial = null; - this._equirectMaterial = null; -- this._compileMaterial(this._blurMaterial); -+ -+ this._compileMaterial( this._blurMaterial ); -+ - } - - /** -@@ -10311,18 +15401,28 @@ - * and far planes ensure the scene is rendered in its entirety (the cubeCamera - * is placed at the origin). - */ -- fromScene(scene, sigma = 0, near = 0.1, far = 100) { -+ fromScene( scene, sigma = 0, near = 0.1, far = 100 ) { -+ - _oldTarget = this._renderer.getRenderTarget(); -- this._setSize(256); -+ -+ this._setSize( 256 ); -+ - const cubeUVRenderTarget = this._allocateTargets(); - cubeUVRenderTarget.depthBuffer = true; -- this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget); -- if (sigma > 0) { -- this._blur(cubeUVRenderTarget, 0, 0, sigma); -+ -+ this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget ); -+ -+ if ( sigma > 0 ) { -+ -+ this._blur( cubeUVRenderTarget, 0, 0, sigma ); -+ - } -- this._applyPMREM(cubeUVRenderTarget); -- this._cleanup(cubeUVRenderTarget); -+ -+ this._applyPMREM( cubeUVRenderTarget ); -+ this._cleanup( cubeUVRenderTarget ); -+ - return cubeUVRenderTarget; -+ - } - - /** -@@ -10330,8 +15430,10 @@ - * or HDR. The ideal input image size is 1k (1024 x 512), - * as this matches best with the 256 x 256 cubemap output. - */ -- fromEquirectangular(equirectangular, renderTarget = null) { -- return this._fromTexture(equirectangular, renderTarget); -+ fromEquirectangular( equirectangular, renderTarget = null ) { -+ -+ return this._fromTexture( equirectangular, renderTarget ); -+ - } - - /** -@@ -10339,8 +15441,10 @@ - * or HDR. The ideal input cube size is 256 x 256, - * as this matches best with the 256 x 256 cubemap output. - */ -- fromCubemap(cubemap, renderTarget = null) { -- return this._fromTexture(cubemap, renderTarget); -+ fromCubemap( cubemap, renderTarget = null ) { -+ -+ return this._fromTexture( cubemap, renderTarget ); -+ - } - - /** -@@ -10348,10 +15452,14 @@ - * your texture's network fetch for increased concurrency. - */ - compileCubemapShader() { -- if (this._cubemapMaterial === null) { -+ -+ if ( this._cubemapMaterial === null ) { -+ - this._cubemapMaterial = _getCubemapMaterial(); -- this._compileMaterial(this._cubemapMaterial); -+ this._compileMaterial( this._cubemapMaterial ); -+ - } -+ - } - - /** -@@ -10359,10 +15467,14 @@ - * your texture's network fetch for increased concurrency. - */ - compileEquirectangularShader() { -- if (this._equirectMaterial === null) { -+ -+ if ( this._equirectMaterial === null ) { -+ - this._equirectMaterial = _getEquirectMaterial(); -- this._compileMaterial(this._equirectMaterial); -+ this._compileMaterial( this._equirectMaterial ); -+ - } -+ - } - - /** -@@ -10371,47 +15483,73 @@ - * one of them will cause any others to also become unusable. - */ - dispose() { -+ - this._dispose(); -- if (this._cubemapMaterial !== null) this._cubemapMaterial.dispose(); -- if (this._equirectMaterial !== null) this._equirectMaterial.dispose(); -+ -+ if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose(); -+ if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose(); -+ - } - - // private interface - -- _setSize(cubeSize) { -- this._lodMax = Math.floor(Math.log2(cubeSize)); -- this._cubeSize = Math.pow(2, this._lodMax); -+ _setSize( cubeSize ) { -+ -+ this._lodMax = Math.floor( Math.log2( cubeSize ) ); -+ this._cubeSize = Math.pow( 2, this._lodMax ); -+ - } -+ - _dispose() { -- if (this._blurMaterial !== null) this._blurMaterial.dispose(); -- if (this._pingPongRenderTarget !== null) this._pingPongRenderTarget.dispose(); -- for (let i = 0; i < this._lodPlanes.length; i++) { -- this._lodPlanes[i].dispose(); -+ -+ if ( this._blurMaterial !== null ) this._blurMaterial.dispose(); -+ -+ if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); -+ -+ for ( let i = 0; i < this._lodPlanes.length; i ++ ) { -+ -+ this._lodPlanes[ i ].dispose(); -+ - } -+ - } -- _cleanup(outputTarget) { -- this._renderer.setRenderTarget(_oldTarget); -+ -+ _cleanup( outputTarget ) { -+ -+ this._renderer.setRenderTarget( _oldTarget ); - outputTarget.scissorTest = false; -- _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height); -+ _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); -+ - } -- _fromTexture(texture, renderTarget) { -- if (texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping) { -- this._setSize(texture.image.length === 0 ? 16 : texture.image[0].width || texture.image[0].image.width); -- } else { -- // Equirectangular - -- this._setSize(texture.image.width / 4); -+ _fromTexture( texture, renderTarget ) { -+ -+ if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) { -+ -+ this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) ); -+ -+ } else { // Equirectangular -+ -+ this._setSize( texture.image.width / 4 ); -+ - } -+ - _oldTarget = this._renderer.getRenderTarget(); -+ - const cubeUVRenderTarget = renderTarget || this._allocateTargets(); -- this._textureToCubeUV(texture, cubeUVRenderTarget); -- this._applyPMREM(cubeUVRenderTarget); -- this._cleanup(cubeUVRenderTarget); -+ this._textureToCubeUV( texture, cubeUVRenderTarget ); -+ this._applyPMREM( cubeUVRenderTarget ); -+ this._cleanup( cubeUVRenderTarget ); -+ - return cubeUVRenderTarget; -+ - } -+ - _allocateTargets() { -- const width = 3 * Math.max(this._cubeSize, 16 * 7); -+ -+ const width = 3 * Math.max( this._cubeSize, 16 * 7 ); - const height = 4 * this._cubeSize; -+ - const params = { - magFilter: LinearFilter, - minFilter: LinearFilter, -@@ -10421,117 +15559,188 @@ - encoding: LinearEncoding, - depthBuffer: false - }; -- const cubeUVRenderTarget = _createRenderTarget(width, height, params); -- if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width) { -- if (this._pingPongRenderTarget !== null) { -+ -+ const cubeUVRenderTarget = _createRenderTarget( width, height, params ); -+ -+ if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width ) { -+ -+ if ( this._pingPongRenderTarget !== null ) { -+ - this._dispose(); -+ - } -- this._pingPongRenderTarget = _createRenderTarget(width, height, params); -- const { -- _lodMax -- } = this; -- ({ -- sizeLods: this._sizeLods, -- lodPlanes: this._lodPlanes, -- sigmas: this._sigmas -- } = _createPlanes(_lodMax)); -- this._blurMaterial = _getBlurShader(_lodMax, width, height); -+ -+ this._pingPongRenderTarget = _createRenderTarget( width, height, params ); -+ -+ const { _lodMax } = this; -+ ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) ); -+ -+ this._blurMaterial = _getBlurShader( _lodMax, width, height ); -+ - } -+ - return cubeUVRenderTarget; -+ - } -- _compileMaterial(material) { -- const tmpMesh = new Mesh(this._lodPlanes[0], material); -- this._renderer.compile(tmpMesh, _flatCamera); -+ -+ _compileMaterial( material ) { -+ -+ const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material ); -+ this._renderer.compile( tmpMesh, _flatCamera ); -+ - } -- _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) { -+ -+ _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) { -+ - const fov = 90; - const aspect = 1; -- const cubeCamera = new PerspectiveCamera(fov, aspect, near, far); -- const upSign = [1, -1, 1, 1, 1, 1]; -- const forwardSign = [1, 1, 1, -1, -1, -1]; -+ const cubeCamera = new PerspectiveCamera( fov, aspect, near, far ); -+ const upSign = [ 1, - 1, 1, 1, 1, 1 ]; -+ const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; - const renderer = this._renderer; -+ - const originalAutoClear = renderer.autoClear; - const toneMapping = renderer.toneMapping; -- renderer.getClearColor(_clearColor); -+ renderer.getClearColor( _clearColor ); -+ - renderer.toneMapping = NoToneMapping; - renderer.autoClear = false; -- const backgroundMaterial = new MeshBasicMaterial({ -+ -+ const backgroundMaterial = new MeshBasicMaterial( { - name: 'PMREM.Background', - side: BackSide, - depthWrite: false, -- depthTest: false -- }); -- const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial); -+ depthTest: false, -+ } ); -+ -+ const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial ); -+ - let useSolidColor = false; - const background = scene.background; -- if (background) { -- if (background.isColor) { -- backgroundMaterial.color.copy(background); -+ -+ if ( background ) { -+ -+ if ( background.isColor ) { -+ -+ backgroundMaterial.color.copy( background ); - scene.background = null; - useSolidColor = true; -+ - } -+ - } else { -- backgroundMaterial.color.copy(_clearColor); -+ -+ backgroundMaterial.color.copy( _clearColor ); - useSolidColor = true; -+ - } -- for (let i = 0; i < 6; i++) { -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ - const col = i % 3; -- if (col === 0) { -- cubeCamera.up.set(0, upSign[i], 0); -- cubeCamera.lookAt(forwardSign[i], 0, 0); -- } else if (col === 1) { -- cubeCamera.up.set(0, 0, upSign[i]); -- cubeCamera.lookAt(0, forwardSign[i], 0); -+ -+ if ( col === 0 ) { -+ -+ cubeCamera.up.set( 0, upSign[ i ], 0 ); -+ cubeCamera.lookAt( forwardSign[ i ], 0, 0 ); -+ -+ } else if ( col === 1 ) { -+ -+ cubeCamera.up.set( 0, 0, upSign[ i ] ); -+ cubeCamera.lookAt( 0, forwardSign[ i ], 0 ); -+ - } else { -- cubeCamera.up.set(0, upSign[i], 0); -- cubeCamera.lookAt(0, 0, forwardSign[i]); -+ -+ cubeCamera.up.set( 0, upSign[ i ], 0 ); -+ cubeCamera.lookAt( 0, 0, forwardSign[ i ] ); -+ - } -+ - const size = this._cubeSize; -- _setViewport(cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size); -- renderer.setRenderTarget(cubeUVRenderTarget); -- if (useSolidColor) { -- renderer.render(backgroundBox, cubeCamera); -+ -+ _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size ); -+ -+ renderer.setRenderTarget( cubeUVRenderTarget ); -+ -+ if ( useSolidColor ) { -+ -+ renderer.render( backgroundBox, cubeCamera ); -+ - } -- renderer.render(scene, cubeCamera); -+ -+ renderer.render( scene, cubeCamera ); -+ - } -+ - backgroundBox.geometry.dispose(); - backgroundBox.material.dispose(); -+ - renderer.toneMapping = toneMapping; - renderer.autoClear = originalAutoClear; - scene.background = background; -+ - } -- _textureToCubeUV(texture, cubeUVRenderTarget) { -+ -+ _textureToCubeUV( texture, cubeUVRenderTarget ) { -+ - const renderer = this._renderer; -- const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping; -- if (isCubeTexture) { -- if (this._cubemapMaterial === null) { -+ -+ const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ); -+ -+ if ( isCubeTexture ) { -+ -+ if ( this._cubemapMaterial === null ) { -+ - this._cubemapMaterial = _getCubemapMaterial(); -+ - } -- this._cubemapMaterial.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1; -+ -+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1; -+ - } else { -- if (this._equirectMaterial === null) { -+ -+ if ( this._equirectMaterial === null ) { -+ - this._equirectMaterial = _getEquirectMaterial(); -+ - } -+ - } -+ - const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; -- const mesh = new Mesh(this._lodPlanes[0], material); -+ const mesh = new Mesh( this._lodPlanes[ 0 ], material ); -+ - const uniforms = material.uniforms; -- uniforms['envMap'].value = texture; -+ -+ uniforms[ 'envMap' ].value = texture; -+ - const size = this._cubeSize; -- _setViewport(cubeUVRenderTarget, 0, 0, 3 * size, 2 * size); -- renderer.setRenderTarget(cubeUVRenderTarget); -- renderer.render(mesh, _flatCamera); -+ -+ _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); -+ -+ renderer.setRenderTarget( cubeUVRenderTarget ); -+ renderer.render( mesh, _flatCamera ); -+ - } -- _applyPMREM(cubeUVRenderTarget) { -+ -+ _applyPMREM( cubeUVRenderTarget ) { -+ - const renderer = this._renderer; - const autoClear = renderer.autoClear; - renderer.autoClear = false; -- for (let i = 1; i < this._lodPlanes.length; i++) { -- const sigma = Math.sqrt(this._sigmas[i] * this._sigmas[i] - this._sigmas[i - 1] * this._sigmas[i - 1]); -- const poleAxis = _axisDirections[(i - 1) % _axisDirections.length]; -- this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis); -+ -+ for ( let i = 1; i < this._lodPlanes.length; i ++ ) { -+ -+ const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] ); -+ -+ const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ]; -+ -+ this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); -+ - } -+ - renderer.autoClear = autoClear; -+ - } - - /** -@@ -10541,162 +15750,241 @@ - * the poles) to approximate the orthogonally-separable blur. It is least - * accurate at the poles, but still does a decent job. - */ -- _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) { -+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) { -+ - const pingPongRenderTarget = this._pingPongRenderTarget; -- this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis); -- this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis); -+ -+ this._halfBlur( -+ cubeUVRenderTarget, -+ pingPongRenderTarget, -+ lodIn, -+ lodOut, -+ sigma, -+ 'latitudinal', -+ poleAxis ); -+ -+ this._halfBlur( -+ pingPongRenderTarget, -+ cubeUVRenderTarget, -+ lodOut, -+ lodOut, -+ sigma, -+ 'longitudinal', -+ poleAxis ); -+ - } -- _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) { -+ -+ _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) { -+ - const renderer = this._renderer; - const blurMaterial = this._blurMaterial; -- if (direction !== 'latitudinal' && direction !== 'longitudinal') { -- console.error('blur direction must be either latitudinal or longitudinal!'); -+ -+ if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) { -+ -+ console.error( -+ 'blur direction must be either latitudinal or longitudinal!' ); -+ - } - - // Number of standard deviations at which to cut off the discrete approximation. - const STANDARD_DEVIATIONS = 3; -- const blurMesh = new Mesh(this._lodPlanes[lodOut], blurMaterial); -+ -+ const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial ); - const blurUniforms = blurMaterial.uniforms; -- const pixels = this._sizeLods[lodIn] - 1; -- const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1); -+ -+ const pixels = this._sizeLods[ lodIn ] - 1; -+ const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 ); - const sigmaPixels = sigmaRadians / radiansPerPixel; -- const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES; -- if (samples > MAX_SAMPLES) { -- console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`); -+ const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES; -+ -+ if ( samples > MAX_SAMPLES ) { -+ -+ console.warn( `sigmaRadians, ${ -+ sigmaRadians}, is too large and will clip, as it requested ${ -+ samples} samples when the maximum is set to ${MAX_SAMPLES}` ); -+ - } -+ - const weights = []; - let sum = 0; -- for (let i = 0; i < MAX_SAMPLES; ++i) { -+ -+ for ( let i = 0; i < MAX_SAMPLES; ++ i ) { -+ - const x = i / sigmaPixels; -- const weight = Math.exp(-x * x / 2); -- weights.push(weight); -- if (i === 0) { -+ const weight = Math.exp( - x * x / 2 ); -+ weights.push( weight ); -+ -+ if ( i === 0 ) { -+ - sum += weight; -- } else if (i < samples) { -+ -+ } else if ( i < samples ) { -+ - sum += 2 * weight; -+ - } -+ - } -- for (let i = 0; i < weights.length; i++) { -- weights[i] = weights[i] / sum; -+ -+ for ( let i = 0; i < weights.length; i ++ ) { -+ -+ weights[ i ] = weights[ i ] / sum; -+ - } -- blurUniforms['envMap'].value = targetIn.texture; -- blurUniforms['samples'].value = samples; -- blurUniforms['weights'].value = weights; -- blurUniforms['latitudinal'].value = direction === 'latitudinal'; -- if (poleAxis) { -- blurUniforms['poleAxis'].value = poleAxis; -+ -+ blurUniforms[ 'envMap' ].value = targetIn.texture; -+ blurUniforms[ 'samples' ].value = samples; -+ blurUniforms[ 'weights' ].value = weights; -+ blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal'; -+ -+ if ( poleAxis ) { -+ -+ blurUniforms[ 'poleAxis' ].value = poleAxis; -+ - } -- const { -- _lodMax -- } = this; -- blurUniforms['dTheta'].value = radiansPerPixel; -- blurUniforms['mipInt'].value = _lodMax - lodIn; -- const outputSize = this._sizeLods[lodOut]; -- const x = 3 * outputSize * (lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0); -- const y = 4 * (this._cubeSize - outputSize); -- _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize); -- renderer.setRenderTarget(targetOut); -- renderer.render(blurMesh, _flatCamera); -+ -+ const { _lodMax } = this; -+ blurUniforms[ 'dTheta' ].value = radiansPerPixel; -+ blurUniforms[ 'mipInt' ].value = _lodMax - lodIn; -+ -+ const outputSize = this._sizeLods[ lodOut ]; -+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); -+ const y = 4 * ( this._cubeSize - outputSize ); -+ -+ _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); -+ renderer.setRenderTarget( targetOut ); -+ renderer.render( blurMesh, _flatCamera ); -+ - } -+ - } -- function _createPlanes(lodMax) { -+ -+ -+ -+ function _createPlanes( lodMax ) { -+ - const lodPlanes = []; - const sizeLods = []; - const sigmas = []; -+ - let lod = lodMax; -+ - const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; -- for (let i = 0; i < totalLods; i++) { -- const sizeLod = Math.pow(2, lod); -- sizeLods.push(sizeLod); -+ -+ for ( let i = 0; i < totalLods; i ++ ) { -+ -+ const sizeLod = Math.pow( 2, lod ); -+ sizeLods.push( sizeLod ); - let sigma = 1.0 / sizeLod; -- if (i > lodMax - LOD_MIN) { -- sigma = EXTRA_LOD_SIGMA[i - lodMax + LOD_MIN - 1]; -- } else if (i === 0) { -+ -+ if ( i > lodMax - LOD_MIN ) { -+ -+ sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ]; -+ -+ } else if ( i === 0 ) { -+ - sigma = 0; -+ - } -- sigmas.push(sigma); -- const texelSize = 1.0 / (sizeLod - 2); -- const min = -texelSize; -+ -+ sigmas.push( sigma ); -+ -+ const texelSize = 1.0 / ( sizeLod - 2 ); -+ const min = - texelSize; - const max = 1 + texelSize; -- const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max]; -+ const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; -+ - const cubeFaces = 6; - const vertices = 6; - const positionSize = 3; - const uvSize = 2; - const faceIndexSize = 1; -- const position = new Float32Array(positionSize * vertices * cubeFaces); -- const uv = new Float32Array(uvSize * vertices * cubeFaces); -- const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces); -- for (let face = 0; face < cubeFaces; face++) { -- const x = face % 3 * 2 / 3 - 1; -- const y = face > 2 ? 0 : -1; -- const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0]; -- position.set(coordinates, positionSize * vertices * face); -- uv.set(uv1, uvSize * vertices * face); -- const fill = [face, face, face, face, face, face]; -- faceIndex.set(fill, faceIndexSize * vertices * face); -+ -+ const position = new Float32Array( positionSize * vertices * cubeFaces ); -+ const uv = new Float32Array( uvSize * vertices * cubeFaces ); -+ const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); -+ -+ for ( let face = 0; face < cubeFaces; face ++ ) { -+ -+ const x = ( face % 3 ) * 2 / 3 - 1; -+ const y = face > 2 ? 0 : - 1; -+ const coordinates = [ -+ x, y, 0, -+ x + 2 / 3, y, 0, -+ x + 2 / 3, y + 1, 0, -+ x, y, 0, -+ x + 2 / 3, y + 1, 0, -+ x, y + 1, 0 -+ ]; -+ position.set( coordinates, positionSize * vertices * face ); -+ uv.set( uv1, uvSize * vertices * face ); -+ const fill = [ face, face, face, face, face, face ]; -+ faceIndex.set( fill, faceIndexSize * vertices * face ); -+ - } -+ - const planes = new BufferGeometry(); -- planes.setAttribute('position', new BufferAttribute(position, positionSize)); -- planes.setAttribute('uv', new BufferAttribute(uv, uvSize)); -- planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize)); -- lodPlanes.push(planes); -- if (lod > LOD_MIN) { -- lod--; -+ planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); -+ planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); -+ planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); -+ lodPlanes.push( planes ); -+ -+ if ( lod > LOD_MIN ) { -+ -+ lod --; -+ - } -+ - } -- return { -- lodPlanes, -- sizeLods, -- sigmas -- }; -+ -+ return { lodPlanes, sizeLods, sigmas }; -+ - } -- function _createRenderTarget(width, height, params) { -- const cubeUVRenderTarget = new WebGLRenderTarget(width, height, params); -+ -+ function _createRenderTarget( width, height, params ) { -+ -+ const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params ); - cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; - cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; - cubeUVRenderTarget.scissorTest = true; - return cubeUVRenderTarget; -+ - } -- function _setViewport(target, x, y, width, height) { -- target.viewport.set(x, y, width, height); -- target.scissor.set(x, y, width, height); -+ -+ function _setViewport( target, x, y, width, height ) { -+ -+ target.viewport.set( x, y, width, height ); -+ target.scissor.set( x, y, width, height ); -+ - } -- function _getBlurShader(lodMax, width, height) { -- const weights = new Float32Array(MAX_SAMPLES); -- const poleAxis = new Vector3(0, 1, 0); -- const shaderMaterial = new ShaderMaterial({ -+ -+ function _getBlurShader( lodMax, width, height ) { -+ -+ const weights = new Float32Array( MAX_SAMPLES ); -+ const poleAxis = new Vector3( 0, 1, 0 ); -+ const shaderMaterial = new ShaderMaterial( { -+ - name: 'SphericalGaussianBlur', -+ - defines: { - 'n': MAX_SAMPLES, - 'CUBEUV_TEXEL_WIDTH': 1.0 / width, - 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, -- 'CUBEUV_MAX_MIP': `${lodMax}.0` -+ 'CUBEUV_MAX_MIP': `${lodMax}.0`, - }, -+ - uniforms: { -- 'envMap': { -- value: null -- }, -- 'samples': { -- value: 1 -- }, -- 'weights': { -- value: weights -- }, -- 'latitudinal': { -- value: false -- }, -- 'dTheta': { -- value: 0 -- }, -- 'mipInt': { -- value: 0 -- }, -- 'poleAxis': { -- value: poleAxis -- } -+ 'envMap': { value: null }, -+ 'samples': { value: 1 }, -+ 'weights': { value: weights }, -+ 'latitudinal': { value: false }, -+ 'dTheta': { value: 0 }, -+ 'mipInt': { value: 0 }, -+ 'poleAxis': { value: poleAxis } - }, -+ - vertexShader: _getCommonVertexShader(), -+ - fragmentShader: /* glsl */` - - precision mediump float; -@@ -10758,21 +16046,29 @@ - - } - `, -+ - blending: NoBlending, - depthTest: false, - depthWrite: false -- }); -+ -+ } ); -+ - return shaderMaterial; -+ - } -+ - function _getEquirectMaterial() { -- return new ShaderMaterial({ -+ -+ return new ShaderMaterial( { -+ - name: 'EquirectangularToCubeUV', -+ - uniforms: { -- 'envMap': { -- value: null -- } -+ 'envMap': { value: null } - }, -+ - vertexShader: _getCommonVertexShader(), -+ - fragmentShader: /* glsl */` - - precision mediump float; -@@ -10793,23 +16089,28 @@ - - } - `, -+ - blending: NoBlending, - depthTest: false, - depthWrite: false -- }); -+ -+ } ); -+ - } -+ - function _getCubemapMaterial() { -- return new ShaderMaterial({ -+ -+ return new ShaderMaterial( { -+ - name: 'CubemapToCubeUV', -+ - uniforms: { -- 'envMap': { -- value: null -- }, -- 'flipEnvMap': { -- value: -1 -- } -+ 'envMap': { value: null }, -+ 'flipEnvMap': { value: - 1 } - }, -+ - vertexShader: _getCommonVertexShader(), -+ - fragmentShader: /* glsl */` - - precision mediump float; -@@ -10827,13 +16128,18 @@ - - } - `, -+ - blending: NoBlending, - depthTest: false, - depthWrite: false -- }); -+ -+ } ); -+ - } -+ - function _getCommonVertexShader() { -- return (/* glsl */` -+ -+ return /* glsl */` - - precision mediump float; - precision mediump int; -@@ -10888,283 +16194,478 @@ - gl_Position = vec4( position, 1.0 ); - - } -- ` -- ); -+ `; -+ - } - -- function WebGLCubeUVMaps(renderer) { -+ function WebGLCubeUVMaps( renderer ) { -+ - let cubeUVmaps = new WeakMap(); -+ - let pmremGenerator = null; -- function get(texture) { -- if (texture && texture.isTexture) { -+ -+ function get( texture ) { -+ -+ if ( texture && texture.isTexture ) { -+ - const mapping = texture.mapping; -- const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping; -- const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping; -+ -+ const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); -+ const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); - - // equirect/cube map to cubeUV conversion - -- if (isEquirectMap || isCubeMap) { -- if (texture.isRenderTargetTexture && texture.needsPMREMUpdate === true) { -+ if ( isEquirectMap || isCubeMap ) { -+ -+ if ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) { -+ - texture.needsPMREMUpdate = false; -- let renderTarget = cubeUVmaps.get(texture); -- if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer); -- renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture, renderTarget) : pmremGenerator.fromCubemap(texture, renderTarget); -- cubeUVmaps.set(texture, renderTarget); -+ -+ let renderTarget = cubeUVmaps.get( texture ); -+ -+ if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); -+ -+ renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); -+ cubeUVmaps.set( texture, renderTarget ); -+ - return renderTarget.texture; -+ - } else { -- if (cubeUVmaps.has(texture)) { -- return cubeUVmaps.get(texture).texture; -+ -+ if ( cubeUVmaps.has( texture ) ) { -+ -+ return cubeUVmaps.get( texture ).texture; -+ - } else { -+ - const image = texture.image; -- if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) { -- if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer); -- const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture); -- cubeUVmaps.set(texture, renderTarget); -- texture.addEventListener('dispose', onTextureDispose); -+ -+ if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { -+ -+ if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); -+ -+ const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); -+ cubeUVmaps.set( texture, renderTarget ); -+ -+ texture.addEventListener( 'dispose', onTextureDispose ); -+ - return renderTarget.texture; -+ - } else { -+ - // image not yet ready. try the conversion next frame - - return null; -+ - } -+ - } -+ - } -+ - } -+ - } -+ - return texture; -+ - } -- function isCubeTextureComplete(image) { -+ -+ function isCubeTextureComplete( image ) { -+ - let count = 0; - const length = 6; -- for (let i = 0; i < length; i++) { -- if (image[i] !== undefined) count++; -+ -+ for ( let i = 0; i < length; i ++ ) { -+ -+ if ( image[ i ] !== undefined ) count ++; -+ - } -+ - return count === length; -+ -+ - } -- function onTextureDispose(event) { -+ -+ function onTextureDispose( event ) { -+ - const texture = event.target; -- texture.removeEventListener('dispose', onTextureDispose); -- const cubemapUV = cubeUVmaps.get(texture); -- if (cubemapUV !== undefined) { -- cubeUVmaps.delete(texture); -+ -+ texture.removeEventListener( 'dispose', onTextureDispose ); -+ -+ const cubemapUV = cubeUVmaps.get( texture ); -+ -+ if ( cubemapUV !== undefined ) { -+ -+ cubeUVmaps.delete( texture ); - cubemapUV.dispose(); -+ - } -+ - } -+ - function dispose() { -+ - cubeUVmaps = new WeakMap(); -- if (pmremGenerator !== null) { -+ -+ if ( pmremGenerator !== null ) { -+ - pmremGenerator.dispose(); - pmremGenerator = null; -+ - } -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - -- function WebGLExtensions(gl) { -+ function WebGLExtensions( gl ) { -+ - const extensions = {}; -- function getExtension(name) { -- if (extensions[name] !== undefined) { -- return extensions[name]; -- } -- let extension; -- switch (name) { -- case 'WEBGL_depth_texture': -- extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture'); -+ -+ function getExtension( name ) { -+ -+ if ( extensions[ name ] !== undefined ) { -+ -+ return extensions[ name ]; -+ -+ } -+ -+ let extension; -+ -+ switch ( name ) { -+ -+ case 'WEBGL_depth_texture': -+ extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); - break; -+ - case 'EXT_texture_filter_anisotropic': -- extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic'); -+ extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - break; -+ - case 'WEBGL_compressed_texture_s3tc': -- extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); -+ extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); - break; -+ - case 'WEBGL_compressed_texture_pvrtc': -- extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'); -+ extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); - break; -+ - default: -- extension = gl.getExtension(name); -+ extension = gl.getExtension( name ); -+ - } -- extensions[name] = extension; -+ -+ extensions[ name ] = extension; -+ - return extension; -+ - } -+ - return { -- has: function (name) { -- return getExtension(name) !== null; -+ -+ has: function ( name ) { -+ -+ return getExtension( name ) !== null; -+ - }, -- init: function (capabilities) { -- if (capabilities.isWebGL2) { -- getExtension('EXT_color_buffer_float'); -+ -+ init: function ( capabilities ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ -+ getExtension( 'EXT_color_buffer_float' ); -+ - } else { -- getExtension('WEBGL_depth_texture'); -- getExtension('OES_texture_float'); -- getExtension('OES_texture_half_float'); -- getExtension('OES_texture_half_float_linear'); -- getExtension('OES_standard_derivatives'); -- getExtension('OES_element_index_uint'); -- getExtension('OES_vertex_array_object'); -- getExtension('ANGLE_instanced_arrays'); -- } -- getExtension('OES_texture_float_linear'); -- getExtension('EXT_color_buffer_half_float'); -- getExtension('WEBGL_multisampled_render_to_texture'); -+ -+ getExtension( 'WEBGL_depth_texture' ); -+ getExtension( 'OES_texture_float' ); -+ getExtension( 'OES_texture_half_float' ); -+ getExtension( 'OES_texture_half_float_linear' ); -+ getExtension( 'OES_standard_derivatives' ); -+ getExtension( 'OES_element_index_uint' ); -+ getExtension( 'OES_vertex_array_object' ); -+ getExtension( 'ANGLE_instanced_arrays' ); -+ -+ } -+ -+ getExtension( 'OES_texture_float_linear' ); -+ getExtension( 'EXT_color_buffer_half_float' ); -+ getExtension( 'WEBGL_multisampled_render_to_texture' ); -+ - }, -- get: function (name) { -- const extension = getExtension(name); -- if (extension === null) { -- console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.'); -+ -+ get: function ( name ) { -+ -+ const extension = getExtension( name ); -+ -+ if ( extension === null ) { -+ -+ console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); -+ - } -+ - return extension; -+ - } -+ - }; -+ - } - -- function WebGLGeometries(gl, attributes, info, bindingStates) { -+ function WebGLGeometries( gl, attributes, info, bindingStates ) { -+ - const geometries = {}; - const wireframeAttributes = new WeakMap(); -- function onGeometryDispose(event) { -+ -+ function onGeometryDispose( event ) { -+ - const geometry = event.target; -- if (geometry.index !== null) { -- attributes.remove(geometry.index); -+ -+ if ( geometry.index !== null ) { -+ -+ attributes.remove( geometry.index ); -+ - } -- for (const name in geometry.attributes) { -- attributes.remove(geometry.attributes[name]); -+ -+ for ( const name in geometry.attributes ) { -+ -+ attributes.remove( geometry.attributes[ name ] ); -+ - } -- geometry.removeEventListener('dispose', onGeometryDispose); -- delete geometries[geometry.id]; -- const attribute = wireframeAttributes.get(geometry); -- if (attribute) { -- attributes.remove(attribute); -- wireframeAttributes.delete(geometry); -+ -+ geometry.removeEventListener( 'dispose', onGeometryDispose ); -+ -+ delete geometries[ geometry.id ]; -+ -+ const attribute = wireframeAttributes.get( geometry ); -+ -+ if ( attribute ) { -+ -+ attributes.remove( attribute ); -+ wireframeAttributes.delete( geometry ); -+ - } -- bindingStates.releaseStatesOfGeometry(geometry); -- if (geometry.isInstancedBufferGeometry === true) { -+ -+ bindingStates.releaseStatesOfGeometry( geometry ); -+ -+ if ( geometry.isInstancedBufferGeometry === true ) { -+ - delete geometry._maxInstanceCount; -+ - } - - // - -- info.memory.geometries--; -+ info.memory.geometries --; -+ - } -- function get(object, geometry) { -- if (geometries[geometry.id] === true) return geometry; -- geometry.addEventListener('dispose', onGeometryDispose); -- geometries[geometry.id] = true; -- info.memory.geometries++; -+ -+ function get( object, geometry ) { -+ -+ if ( geometries[ geometry.id ] === true ) return geometry; -+ -+ geometry.addEventListener( 'dispose', onGeometryDispose ); -+ -+ geometries[ geometry.id ] = true; -+ -+ info.memory.geometries ++; -+ - return geometry; -+ - } -- function update(geometry) { -+ -+ function update( geometry ) { -+ - const geometryAttributes = geometry.attributes; - - // Updating index buffer in VAO now. See WebGLBindingStates. - -- for (const name in geometryAttributes) { -- attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER); -+ for ( const name in geometryAttributes ) { -+ -+ attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); -+ - } - - // morph targets - - const morphAttributes = geometry.morphAttributes; -- for (const name in morphAttributes) { -- const array = morphAttributes[name]; -- for (let i = 0, l = array.length; i < l; i++) { -- attributes.update(array[i], gl.ARRAY_BUFFER); -+ -+ for ( const name in morphAttributes ) { -+ -+ const array = morphAttributes[ name ]; -+ -+ for ( let i = 0, l = array.length; i < l; i ++ ) { -+ -+ attributes.update( array[ i ], gl.ARRAY_BUFFER ); -+ - } -+ - } -+ - } -- function updateWireframeAttribute(geometry) { -+ -+ function updateWireframeAttribute( geometry ) { -+ - const indices = []; -+ - const geometryIndex = geometry.index; - const geometryPosition = geometry.attributes.position; - let version = 0; -- if (geometryIndex !== null) { -+ -+ if ( geometryIndex !== null ) { -+ - const array = geometryIndex.array; - version = geometryIndex.version; -- for (let i = 0, l = array.length; i < l; i += 3) { -- const a = array[i + 0]; -- const b = array[i + 1]; -- const c = array[i + 2]; -- indices.push(a, b, b, c, c, a); -+ -+ for ( let i = 0, l = array.length; i < l; i += 3 ) { -+ -+ const a = array[ i + 0 ]; -+ const b = array[ i + 1 ]; -+ const c = array[ i + 2 ]; -+ -+ indices.push( a, b, b, c, c, a ); -+ - } -+ - } else { -+ - const array = geometryPosition.array; - version = geometryPosition.version; -- for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) { -+ -+ for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { -+ - const a = i + 0; - const b = i + 1; - const c = i + 2; -- indices.push(a, b, b, c, c, a); -+ -+ indices.push( a, b, b, c, c, a ); -+ - } -+ - } -- const attribute = new (arrayNeedsUint32(indices) ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1); -+ -+ const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - attribute.version = version; - - // Updating index buffer in VAO now. See WebGLBindingStates - - // - -- const previousAttribute = wireframeAttributes.get(geometry); -- if (previousAttribute) attributes.remove(previousAttribute); -+ const previousAttribute = wireframeAttributes.get( geometry ); -+ -+ if ( previousAttribute ) attributes.remove( previousAttribute ); - - // - -- wireframeAttributes.set(geometry, attribute); -+ wireframeAttributes.set( geometry, attribute ); -+ - } -- function getWireframeAttribute(geometry) { -- const currentAttribute = wireframeAttributes.get(geometry); -- if (currentAttribute) { -+ -+ function getWireframeAttribute( geometry ) { -+ -+ const currentAttribute = wireframeAttributes.get( geometry ); -+ -+ if ( currentAttribute ) { -+ - const geometryIndex = geometry.index; -- if (geometryIndex !== null) { -+ -+ if ( geometryIndex !== null ) { -+ - // if the attribute is obsolete, create a new one - -- if (currentAttribute.version < geometryIndex.version) { -- updateWireframeAttribute(geometry); -+ if ( currentAttribute.version < geometryIndex.version ) { -+ -+ updateWireframeAttribute( geometry ); -+ - } -+ - } -+ - } else { -- updateWireframeAttribute(geometry); -+ -+ updateWireframeAttribute( geometry ); -+ - } -- return wireframeAttributes.get(geometry); -+ -+ return wireframeAttributes.get( geometry ); -+ - } -+ - return { -+ - get: get, - update: update, -+ - getWireframeAttribute: getWireframeAttribute -+ - }; -+ - } - -- function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) { -+ function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - let mode; -- function setMode(value) { -+ -+ function setMode( value ) { -+ - mode = value; -+ - } -+ - let type, bytesPerElement; -- function setIndex(value) { -+ -+ function setIndex( value ) { -+ - type = value.type; - bytesPerElement = value.bytesPerElement; -+ - } -- function render(start, count) { -- gl.drawElements(mode, count, type, start * bytesPerElement); -- info.update(count, mode, 1); -+ -+ function render( start, count ) { -+ -+ gl.drawElements( mode, count, type, start * bytesPerElement ); -+ -+ info.update( count, mode, 1 ); -+ - } -- function renderInstances(start, count, primcount) { -- if (primcount === 0) return; -+ -+ function renderInstances( start, count, primcount ) { -+ -+ if ( primcount === 0 ) return; -+ - let extension, methodName; -- if (isWebGL2) { -+ -+ if ( isWebGL2 ) { -+ - extension = gl; - methodName = 'drawElementsInstanced'; -+ - } else { -- extension = extensions.get('ANGLE_instanced_arrays'); -+ -+ extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawElementsInstancedANGLE'; -- if (extension === null) { -- console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'); -+ -+ if ( extension === null ) { -+ -+ console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; -+ - } -+ - } -- extension[methodName](mode, count, type, start * bytesPerElement, primcount); -- info.update(count, mode, primcount); -+ -+ extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); -+ -+ info.update( count, mode, primcount ); -+ - } - - // -@@ -11173,13 +16674,16 @@ - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; -+ - } - -- function WebGLInfo(gl) { -+ function WebGLInfo( gl ) { -+ - const memory = { - geometries: 0, - textures: 0 - }; -+ - const render = { - frame: 0, - calls: 0, -@@ -11187,36 +16691,51 @@ - points: 0, - lines: 0 - }; -- function update(count, mode, instanceCount) { -- render.calls++; -- switch (mode) { -+ -+ function update( count, mode, instanceCount ) { -+ -+ render.calls ++; -+ -+ switch ( mode ) { -+ - case gl.TRIANGLES: -- render.triangles += instanceCount * (count / 3); -+ render.triangles += instanceCount * ( count / 3 ); - break; -+ - case gl.LINES: -- render.lines += instanceCount * (count / 2); -+ render.lines += instanceCount * ( count / 2 ); - break; -+ - case gl.LINE_STRIP: -- render.lines += instanceCount * (count - 1); -+ render.lines += instanceCount * ( count - 1 ); - break; -+ - case gl.LINE_LOOP: - render.lines += instanceCount * count; - break; -+ - case gl.POINTS: - render.points += instanceCount * count; - break; -+ - default: -- console.error('THREE.WebGLInfo: Unknown draw mode:', mode); -+ console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); - break; -+ - } -+ - } -+ - function reset() { -- render.frame++; -+ -+ render.frame ++; - render.calls = 0; - render.triangles = 0; - render.points = 0; - render.lines = 0; -+ - } -+ - return { - memory: memory, - render: render, -@@ -11225,224 +16744,370 @@ - reset: reset, - update: update - }; -+ - } - -- function numericalSort(a, b) { -- return a[0] - b[0]; -+ function numericalSort( a, b ) { -+ -+ return a[ 0 ] - b[ 0 ]; -+ - } -- function absNumericalSort(a, b) { -- return Math.abs(b[1]) - Math.abs(a[1]); -+ -+ function absNumericalSort( a, b ) { -+ -+ return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); -+ - } -- function WebGLMorphtargets(gl, capabilities, textures) { -+ -+ function WebGLMorphtargets( gl, capabilities, textures ) { -+ - const influencesList = {}; -- const morphInfluences = new Float32Array(8); -+ const morphInfluences = new Float32Array( 8 ); - const morphTextures = new WeakMap(); - const morph = new Vector4(); -+ - const workInfluences = []; -- for (let i = 0; i < 8; i++) { -- workInfluences[i] = [i, 0]; -+ -+ for ( let i = 0; i < 8; i ++ ) { -+ -+ workInfluences[ i ] = [ i, 0 ]; -+ - } -- function update(object, geometry, material, program) { -+ -+ function update( object, geometry, material, program ) { -+ - const objectInfluences = object.morphTargetInfluences; -- if (capabilities.isWebGL2 === true) { -+ -+ if ( capabilities.isWebGL2 === true ) { -+ - // instead of using attributes, the WebGL 2 code path encodes morph targets - // into an array of data textures. Each layer represents a single morph target. - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; -- const morphTargetsCount = morphAttribute !== undefined ? morphAttribute.length : 0; -- let entry = morphTextures.get(geometry); -- if (entry === undefined || entry.count !== morphTargetsCount) { -- if (entry !== undefined) entry.texture.dispose(); -+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; -+ -+ let entry = morphTextures.get( geometry ); -+ -+ if ( entry === undefined || entry.count !== morphTargetsCount ) { -+ -+ if ( entry !== undefined ) entry.texture.dispose(); -+ - const hasMorphPosition = geometry.morphAttributes.position !== undefined; - const hasMorphNormals = geometry.morphAttributes.normal !== undefined; - const hasMorphColors = geometry.morphAttributes.color !== undefined; -+ - const morphTargets = geometry.morphAttributes.position || []; - const morphNormals = geometry.morphAttributes.normal || []; - const morphColors = geometry.morphAttributes.color || []; -+ - let vertexDataCount = 0; -- if (hasMorphPosition === true) vertexDataCount = 1; -- if (hasMorphNormals === true) vertexDataCount = 2; -- if (hasMorphColors === true) vertexDataCount = 3; -+ -+ if ( hasMorphPosition === true ) vertexDataCount = 1; -+ if ( hasMorphNormals === true ) vertexDataCount = 2; -+ if ( hasMorphColors === true ) vertexDataCount = 3; -+ - let width = geometry.attributes.position.count * vertexDataCount; - let height = 1; -- if (width > capabilities.maxTextureSize) { -- height = Math.ceil(width / capabilities.maxTextureSize); -+ -+ if ( width > capabilities.maxTextureSize ) { -+ -+ height = Math.ceil( width / capabilities.maxTextureSize ); - width = capabilities.maxTextureSize; -+ - } -- const buffer = new Float32Array(width * height * 4 * morphTargetsCount); -- const texture = new DataArrayTexture(buffer, width, height, morphTargetsCount); -+ -+ const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); -+ -+ const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); - texture.type = FloatType; - texture.needsUpdate = true; - - // fill buffer - - const vertexDataStride = vertexDataCount * 4; -- for (let i = 0; i < morphTargetsCount; i++) { -- const morphTarget = morphTargets[i]; -- const morphNormal = morphNormals[i]; -- const morphColor = morphColors[i]; -+ -+ for ( let i = 0; i < morphTargetsCount; i ++ ) { -+ -+ const morphTarget = morphTargets[ i ]; -+ const morphNormal = morphNormals[ i ]; -+ const morphColor = morphColors[ i ]; -+ - const offset = width * height * 4 * i; -- for (let j = 0; j < morphTarget.count; j++) { -+ -+ for ( let j = 0; j < morphTarget.count; j ++ ) { -+ - const stride = j * vertexDataStride; -- if (hasMorphPosition === true) { -- morph.fromBufferAttribute(morphTarget, j); -- buffer[offset + stride + 0] = morph.x; -- buffer[offset + stride + 1] = morph.y; -- buffer[offset + stride + 2] = morph.z; -- buffer[offset + stride + 3] = 0; -+ -+ if ( hasMorphPosition === true ) { -+ -+ morph.fromBufferAttribute( morphTarget, j ); -+ -+ buffer[ offset + stride + 0 ] = morph.x; -+ buffer[ offset + stride + 1 ] = morph.y; -+ buffer[ offset + stride + 2 ] = morph.z; -+ buffer[ offset + stride + 3 ] = 0; -+ - } -- if (hasMorphNormals === true) { -- morph.fromBufferAttribute(morphNormal, j); -- buffer[offset + stride + 4] = morph.x; -- buffer[offset + stride + 5] = morph.y; -- buffer[offset + stride + 6] = morph.z; -- buffer[offset + stride + 7] = 0; -+ -+ if ( hasMorphNormals === true ) { -+ -+ morph.fromBufferAttribute( morphNormal, j ); -+ -+ buffer[ offset + stride + 4 ] = morph.x; -+ buffer[ offset + stride + 5 ] = morph.y; -+ buffer[ offset + stride + 6 ] = morph.z; -+ buffer[ offset + stride + 7 ] = 0; -+ - } -- if (hasMorphColors === true) { -- morph.fromBufferAttribute(morphColor, j); -- buffer[offset + stride + 8] = morph.x; -- buffer[offset + stride + 9] = morph.y; -- buffer[offset + stride + 10] = morph.z; -- buffer[offset + stride + 11] = morphColor.itemSize === 4 ? morph.w : 1; -+ -+ if ( hasMorphColors === true ) { -+ -+ morph.fromBufferAttribute( morphColor, j ); -+ -+ buffer[ offset + stride + 8 ] = morph.x; -+ buffer[ offset + stride + 9 ] = morph.y; -+ buffer[ offset + stride + 10 ] = morph.z; -+ buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; -+ - } -+ - } -+ - } -+ - entry = { - count: morphTargetsCount, - texture: texture, -- size: new Vector2(width, height) -+ size: new Vector2( width, height ) - }; -- morphTextures.set(geometry, entry); -+ -+ morphTextures.set( geometry, entry ); -+ - function disposeTexture() { -+ - texture.dispose(); -- morphTextures.delete(geometry); -- geometry.removeEventListener('dispose', disposeTexture); -+ -+ morphTextures.delete( geometry ); -+ -+ geometry.removeEventListener( 'dispose', disposeTexture ); -+ - } -- geometry.addEventListener('dispose', disposeTexture); -+ -+ geometry.addEventListener( 'dispose', disposeTexture ); -+ - } - - // - - let morphInfluencesSum = 0; -- for (let i = 0; i < objectInfluences.length; i++) { -- morphInfluencesSum += objectInfluences[i]; -+ -+ for ( let i = 0; i < objectInfluences.length; i ++ ) { -+ -+ morphInfluencesSum += objectInfluences[ i ]; -+ - } -+ - const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; -- program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence); -- program.getUniforms().setValue(gl, 'morphTargetInfluences', objectInfluences); -- program.getUniforms().setValue(gl, 'morphTargetsTexture', entry.texture, textures); -- program.getUniforms().setValue(gl, 'morphTargetsTextureSize', entry.size); -+ -+ program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); -+ program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); -+ -+ program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); -+ program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); -+ -+ - } else { -+ - // When object doesn't have morph target influences defined, we treat it as a 0-length array - // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences - - const length = objectInfluences === undefined ? 0 : objectInfluences.length; -- let influences = influencesList[geometry.id]; -- if (influences === undefined || influences.length !== length) { -+ -+ let influences = influencesList[ geometry.id ]; -+ -+ if ( influences === undefined || influences.length !== length ) { -+ - // initialise list - - influences = []; -- for (let i = 0; i < length; i++) { -- influences[i] = [i, 0]; -+ -+ for ( let i = 0; i < length; i ++ ) { -+ -+ influences[ i ] = [ i, 0 ]; -+ - } -- influencesList[geometry.id] = influences; -+ -+ influencesList[ geometry.id ] = influences; -+ - } - - // Collect influences - -- for (let i = 0; i < length; i++) { -- const influence = influences[i]; -- influence[0] = i; -- influence[1] = objectInfluences[i]; -+ for ( let i = 0; i < length; i ++ ) { -+ -+ const influence = influences[ i ]; -+ -+ influence[ 0 ] = i; -+ influence[ 1 ] = objectInfluences[ i ]; -+ - } -- influences.sort(absNumericalSort); -- for (let i = 0; i < 8; i++) { -- if (i < length && influences[i][1]) { -- workInfluences[i][0] = influences[i][0]; -- workInfluences[i][1] = influences[i][1]; -+ -+ influences.sort( absNumericalSort ); -+ -+ for ( let i = 0; i < 8; i ++ ) { -+ -+ if ( i < length && influences[ i ][ 1 ] ) { -+ -+ workInfluences[ i ][ 0 ] = influences[ i ][ 0 ]; -+ workInfluences[ i ][ 1 ] = influences[ i ][ 1 ]; -+ - } else { -- workInfluences[i][0] = Number.MAX_SAFE_INTEGER; -- workInfluences[i][1] = 0; -+ -+ workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER; -+ workInfluences[ i ][ 1 ] = 0; -+ - } -+ - } -- workInfluences.sort(numericalSort); -+ -+ workInfluences.sort( numericalSort ); -+ - const morphTargets = geometry.morphAttributes.position; - const morphNormals = geometry.morphAttributes.normal; -+ - let morphInfluencesSum = 0; -- for (let i = 0; i < 8; i++) { -- const influence = workInfluences[i]; -- const index = influence[0]; -- const value = influence[1]; -- if (index !== Number.MAX_SAFE_INTEGER && value) { -- if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) { -- geometry.setAttribute('morphTarget' + i, morphTargets[index]); -- } -- if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) { -- geometry.setAttribute('morphNormal' + i, morphNormals[index]); -+ -+ for ( let i = 0; i < 8; i ++ ) { -+ -+ const influence = workInfluences[ i ]; -+ const index = influence[ 0 ]; -+ const value = influence[ 1 ]; -+ -+ if ( index !== Number.MAX_SAFE_INTEGER && value ) { -+ -+ if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) { -+ -+ geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); -+ - } -- morphInfluences[i] = value; -+ -+ if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) { -+ -+ geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); -+ -+ } -+ -+ morphInfluences[ i ] = value; - morphInfluencesSum += value; -+ - } else { -- if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) { -- geometry.deleteAttribute('morphTarget' + i); -+ -+ if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) { -+ -+ geometry.deleteAttribute( 'morphTarget' + i ); -+ - } -- if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) { -- geometry.deleteAttribute('morphNormal' + i); -+ -+ if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) { -+ -+ geometry.deleteAttribute( 'morphNormal' + i ); -+ - } -- morphInfluences[i] = 0; -+ -+ morphInfluences[ i ] = 0; -+ - } -+ - } - - // GLSL shader uses formula baseinfluence * base + sum(target * influence) - // This allows us to switch between absolute morphs and relative morphs without changing shader code - // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) - const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; -- program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence); -- program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences); -+ -+ program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); -+ program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); -+ - } -+ - } -+ - return { -+ - update: update -+ - }; -+ - } - -- function WebGLObjects(gl, geometries, attributes, info) { -+ function WebGLObjects( gl, geometries, attributes, info ) { -+ - let updateMap = new WeakMap(); -- function update(object) { -+ -+ function update( object ) { -+ - const frame = info.render.frame; -+ - const geometry = object.geometry; -- const buffergeometry = geometries.get(object, geometry); -+ const buffergeometry = geometries.get( object, geometry ); - - // Update once per frame - -- if (updateMap.get(buffergeometry) !== frame) { -- geometries.update(buffergeometry); -- updateMap.set(buffergeometry, frame); -+ if ( updateMap.get( buffergeometry ) !== frame ) { -+ -+ geometries.update( buffergeometry ); -+ -+ updateMap.set( buffergeometry, frame ); -+ - } -- if (object.isInstancedMesh) { -- if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) { -- object.addEventListener('dispose', onInstancedMeshDispose); -+ -+ if ( object.isInstancedMesh ) { -+ -+ if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { -+ -+ object.addEventListener( 'dispose', onInstancedMeshDispose ); -+ - } -- attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER); -- if (object.instanceColor !== null) { -- attributes.update(object.instanceColor, gl.ARRAY_BUFFER); -+ -+ attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); -+ -+ if ( object.instanceColor !== null ) { -+ -+ attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); -+ - } -+ - } -+ - return buffergeometry; -+ - } -+ - function dispose() { -+ - updateMap = new WeakMap(); -+ - } -- function onInstancedMeshDispose(event) { -+ -+ function onInstancedMeshDispose( event ) { -+ - const instancedMesh = event.target; -- instancedMesh.removeEventListener('dispose', onInstancedMeshDispose); -- attributes.remove(instancedMesh.instanceMatrix); -- if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor); -+ -+ instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); -+ -+ attributes.remove( instancedMesh.instanceMatrix ); -+ -+ if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); -+ - } -+ - return { -+ - update: update, - dispose: dispose -+ - }; -+ - } - - /** -@@ -11462,7 +17127,7 @@ - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) -- * the 'textures' parameter is needed for sampler uniforms -+ * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): -@@ -11480,17 +17145,18 @@ - * - * .setValue( gl, name, value, textures ) - * -- * sets uniform with name 'name' to 'value' -+ * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ -- const emptyTexture = /*@__PURE__*/new Texture(); -- const emptyArrayTexture = /*@__PURE__*/new DataArrayTexture(); -- const empty3dTexture = /*@__PURE__*/new Data3DTexture(); -- const emptyCubeTexture = /*@__PURE__*/new CubeTexture(); -+ -+ const emptyTexture = /*@__PURE__*/ new Texture(); -+ const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); -+ const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); -+ const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); - - // --- Utilities --- - -@@ -11501,58 +17167,92 @@ - - // Float32Array caches used for uploading Matrix uniforms - -- const mat4array = new Float32Array(16); -- const mat3array = new Float32Array(9); -- const mat2array = new Float32Array(4); -+ const mat4array = new Float32Array( 16 ); -+ const mat3array = new Float32Array( 9 ); -+ const mat2array = new Float32Array( 4 ); - - // Flattening for arrays of vectors and matrices - -- function flatten(array, nBlocks, blockSize) { -- const firstElem = array[0]; -- if (firstElem <= 0 || firstElem > 0) return array; -+ function flatten( array, nBlocks, blockSize ) { -+ -+ const firstElem = array[ 0 ]; -+ -+ if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 - - const n = nBlocks * blockSize; -- let r = arrayCacheF32[n]; -- if (r === undefined) { -- r = new Float32Array(n); -- arrayCacheF32[n] = r; -- } -- if (nBlocks !== 0) { -- firstElem.toArray(r, 0); -- for (let i = 1, offset = 0; i !== nBlocks; ++i) { -+ let r = arrayCacheF32[ n ]; -+ -+ if ( r === undefined ) { -+ -+ r = new Float32Array( n ); -+ arrayCacheF32[ n ] = r; -+ -+ } -+ -+ if ( nBlocks !== 0 ) { -+ -+ firstElem.toArray( r, 0 ); -+ -+ for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { -+ - offset += blockSize; -- array[i].toArray(r, offset); -+ array[ i ].toArray( r, offset ); -+ - } -+ - } -+ - return r; -+ - } -- function arraysEqual(a, b) { -- if (a.length !== b.length) return false; -- for (let i = 0, l = a.length; i < l; i++) { -- if (a[i] !== b[i]) return false; -+ -+ function arraysEqual( a, b ) { -+ -+ if ( a.length !== b.length ) return false; -+ -+ for ( let i = 0, l = a.length; i < l; i ++ ) { -+ -+ if ( a[ i ] !== b[ i ] ) return false; -+ - } -+ - return true; -+ - } -- function copyArray(a, b) { -- for (let i = 0, l = b.length; i < l; i++) { -- a[i] = b[i]; -+ -+ function copyArray( a, b ) { -+ -+ for ( let i = 0, l = b.length; i < l; i ++ ) { -+ -+ a[ i ] = b[ i ]; -+ - } -+ - } - - // Texture unit allocation - -- function allocTexUnits(textures, n) { -- let r = arrayCacheI32[n]; -- if (r === undefined) { -- r = new Int32Array(n); -- arrayCacheI32[n] = r; -+ function allocTexUnits( textures, n ) { -+ -+ let r = arrayCacheI32[ n ]; -+ -+ if ( r === undefined ) { -+ -+ r = new Int32Array( n ); -+ arrayCacheI32[ n ] = r; -+ - } -- for (let i = 0; i !== n; ++i) { -- r[i] = textures.allocateTextureUnit(); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ r[ i ] = textures.allocateTextureUnit(); -+ - } -+ - return r; -+ - } - - // --- Setters --- -@@ -11562,595 +17262,846 @@ - - // Single scalar - -- function setValueV1f(gl, v) { -+ function setValueV1f( gl, v ) { -+ - const cache = this.cache; -- if (cache[0] === v) return; -- gl.uniform1f(this.addr, v); -- cache[0] = v; -+ -+ if ( cache[ 0 ] === v ) return; -+ -+ gl.uniform1f( this.addr, v ); -+ -+ cache[ 0 ] = v; -+ - } - - // Single float vector (from flat array or THREE.VectorN) - -- function setValueV2f(gl, v) { -+ function setValueV2f( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y) { -- gl.uniform2f(this.addr, v.x, v.y); -- cache[0] = v.x; -- cache[1] = v.y; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { -+ -+ gl.uniform2f( this.addr, v.x, v.y ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform2fv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform2fv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } -- function setValueV3f(gl, v) { -+ -+ function setValueV3f( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { -- gl.uniform3f(this.addr, v.x, v.y, v.z); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- } -- } else if (v.r !== undefined) { -- if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) { -- gl.uniform3f(this.addr, v.r, v.g, v.b); -- cache[0] = v.r; -- cache[1] = v.g; -- cache[2] = v.b; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { -+ -+ gl.uniform3f( this.addr, v.x, v.y, v.z ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ -+ } -+ -+ } else if ( v.r !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { -+ -+ gl.uniform3f( this.addr, v.r, v.g, v.b ); -+ -+ cache[ 0 ] = v.r; -+ cache[ 1 ] = v.g; -+ cache[ 2 ] = v.b; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform3fv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform3fv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } -- function setValueV4f(gl, v) { -+ -+ function setValueV4f( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { -- gl.uniform4f(this.addr, v.x, v.y, v.z, v.w); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- cache[3] = v.w; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { -+ -+ gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ cache[ 3 ] = v.w; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform4fv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform4fv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } - - // Single matrix (from flat array or THREE.MatrixN) - -- function setValueM2(gl, v) { -+ function setValueM2( gl, v ) { -+ - const cache = this.cache; - const elements = v.elements; -- if (elements === undefined) { -- if (arraysEqual(cache, v)) return; -- gl.uniformMatrix2fv(this.addr, false, v); -- copyArray(cache, v); -+ -+ if ( elements === undefined ) { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniformMatrix2fv( this.addr, false, v ); -+ -+ copyArray( cache, v ); -+ - } else { -- if (arraysEqual(cache, elements)) return; -- mat2array.set(elements); -- gl.uniformMatrix2fv(this.addr, false, mat2array); -- copyArray(cache, elements); -+ -+ if ( arraysEqual( cache, elements ) ) return; -+ -+ mat2array.set( elements ); -+ -+ gl.uniformMatrix2fv( this.addr, false, mat2array ); -+ -+ copyArray( cache, elements ); -+ - } -+ - } -- function setValueM3(gl, v) { -+ -+ function setValueM3( gl, v ) { -+ - const cache = this.cache; - const elements = v.elements; -- if (elements === undefined) { -- if (arraysEqual(cache, v)) return; -- gl.uniformMatrix3fv(this.addr, false, v); -- copyArray(cache, v); -+ -+ if ( elements === undefined ) { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniformMatrix3fv( this.addr, false, v ); -+ -+ copyArray( cache, v ); -+ - } else { -- if (arraysEqual(cache, elements)) return; -- mat3array.set(elements); -- gl.uniformMatrix3fv(this.addr, false, mat3array); -- copyArray(cache, elements); -+ -+ if ( arraysEqual( cache, elements ) ) return; -+ -+ mat3array.set( elements ); -+ -+ gl.uniformMatrix3fv( this.addr, false, mat3array ); -+ -+ copyArray( cache, elements ); -+ - } -+ - } -- function setValueM4(gl, v) { -+ -+ function setValueM4( gl, v ) { -+ - const cache = this.cache; - const elements = v.elements; -- if (elements === undefined) { -- if (arraysEqual(cache, v)) return; -- gl.uniformMatrix4fv(this.addr, false, v); -- copyArray(cache, v); -+ -+ if ( elements === undefined ) { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniformMatrix4fv( this.addr, false, v ); -+ -+ copyArray( cache, v ); -+ - } else { -- if (arraysEqual(cache, elements)) return; -- mat4array.set(elements); -- gl.uniformMatrix4fv(this.addr, false, mat4array); -- copyArray(cache, elements); -+ -+ if ( arraysEqual( cache, elements ) ) return; -+ -+ mat4array.set( elements ); -+ -+ gl.uniformMatrix4fv( this.addr, false, mat4array ); -+ -+ copyArray( cache, elements ); -+ - } -+ - } - - // Single integer / boolean - -- function setValueV1i(gl, v) { -+ function setValueV1i( gl, v ) { -+ - const cache = this.cache; -- if (cache[0] === v) return; -- gl.uniform1i(this.addr, v); -- cache[0] = v; -+ -+ if ( cache[ 0 ] === v ) return; -+ -+ gl.uniform1i( this.addr, v ); -+ -+ cache[ 0 ] = v; -+ - } - - // Single integer / boolean vector (from flat array or THREE.VectorN) - -- function setValueV2i(gl, v) { -+ function setValueV2i( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y) { -- gl.uniform2i(this.addr, v.x, v.y); -- cache[0] = v.x; -- cache[1] = v.y; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { -+ -+ gl.uniform2i( this.addr, v.x, v.y ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform2iv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform2iv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } -- function setValueV3i(gl, v) { -+ -+ function setValueV3i( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { -- gl.uniform3i(this.addr, v.x, v.y, v.z); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { -+ -+ gl.uniform3i( this.addr, v.x, v.y, v.z ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform3iv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform3iv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } -- function setValueV4i(gl, v) { -+ -+ function setValueV4i( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { -- gl.uniform4i(this.addr, v.x, v.y, v.z, v.w); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- cache[3] = v.w; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { -+ -+ gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ cache[ 3 ] = v.w; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform4iv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform4iv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } - - // Single unsigned integer - -- function setValueV1ui(gl, v) { -+ function setValueV1ui( gl, v ) { -+ - const cache = this.cache; -- if (cache[0] === v) return; -- gl.uniform1ui(this.addr, v); -- cache[0] = v; -+ -+ if ( cache[ 0 ] === v ) return; -+ -+ gl.uniform1ui( this.addr, v ); -+ -+ cache[ 0 ] = v; -+ - } - - // Single unsigned integer vector (from flat array or THREE.VectorN) - -- function setValueV2ui(gl, v) { -- const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y) { -- gl.uniform2ui(this.addr, v.x, v.y); -- cache[0] = v.x; -- cache[1] = v.y; -- } -- } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform2uiv(this.addr, v); -- copyArray(cache, v); -- } -- } -- function setValueV3ui(gl, v) { -+ function setValueV2ui( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { -- gl.uniform3ui(this.addr, v.x, v.y, v.z); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { -+ -+ gl.uniform2ui( this.addr, v.x, v.y ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform3uiv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform2uiv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } -- function setValueV4ui(gl, v) { -+ -+ function setValueV3ui( gl, v ) { -+ - const cache = this.cache; -- if (v.x !== undefined) { -- if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { -- gl.uniform4ui(this.addr, v.x, v.y, v.z, v.w); -- cache[0] = v.x; -- cache[1] = v.y; -- cache[2] = v.z; -- cache[3] = v.w; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { -+ -+ gl.uniform3ui( this.addr, v.x, v.y, v.z ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ - } -+ - } else { -- if (arraysEqual(cache, v)) return; -- gl.uniform4uiv(this.addr, v); -- copyArray(cache, v); -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform3uiv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ - } -+ - } - -- // Single texture (2D / Cube) -+ function setValueV4ui( gl, v ) { - -- function setValueT1(gl, v, textures) { - const cache = this.cache; -- const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( v.x !== undefined ) { -+ -+ if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { -+ -+ gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); -+ -+ cache[ 0 ] = v.x; -+ cache[ 1 ] = v.y; -+ cache[ 2 ] = v.z; -+ cache[ 3 ] = v.w; -+ -+ } -+ -+ } else { -+ -+ if ( arraysEqual( cache, v ) ) return; -+ -+ gl.uniform4uiv( this.addr, v ); -+ -+ copyArray( cache, v ); -+ -+ } -+ -+ } -+ -+ -+ // Single texture (2D / Cube) -+ -+ function setValueT1( gl, v, textures ) { -+ -+ const cache = this.cache; -+ const unit = textures.allocateTextureUnit(); -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTexture2D(v || emptyTexture, unit); -+ -+ textures.setTexture2D( v || emptyTexture, unit ); -+ - } -- function setValueT3D1(gl, v, textures) { -+ -+ function setValueT3D1( gl, v, textures ) { -+ - const cache = this.cache; - const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTexture3D(v || empty3dTexture, unit); -+ -+ textures.setTexture3D( v || empty3dTexture, unit ); -+ - } -- function setValueT6(gl, v, textures) { -+ -+ function setValueT6( gl, v, textures ) { -+ - const cache = this.cache; - const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTextureCube(v || emptyCubeTexture, unit); -+ -+ textures.setTextureCube( v || emptyCubeTexture, unit ); -+ - } -- function setValueT2DArray1(gl, v, textures) { -+ -+ function setValueT2DArray1( gl, v, textures ) { -+ - const cache = this.cache; - const unit = textures.allocateTextureUnit(); -- if (cache[0] !== unit) { -- gl.uniform1i(this.addr, unit); -- cache[0] = unit; -+ -+ if ( cache[ 0 ] !== unit ) { -+ -+ gl.uniform1i( this.addr, unit ); -+ cache[ 0 ] = unit; -+ - } -- textures.setTexture2DArray(v || emptyArrayTexture, unit); -+ -+ textures.setTexture2DArray( v || emptyArrayTexture, unit ); -+ - } - - // Helper to pick the right setter for the singular case - -- function getSingularSetter(type) { -- switch (type) { -- case 0x1406: -- return setValueV1f; -- // FLOAT -- case 0x8b50: -- return setValueV2f; -- // _VEC2 -- case 0x8b51: -- return setValueV3f; -- // _VEC3 -- case 0x8b52: -- return setValueV4f; -- // _VEC4 -- -- case 0x8b5a: -- return setValueM2; -- // _MAT2 -- case 0x8b5b: -- return setValueM3; -- // _MAT3 -- case 0x8b5c: -- return setValueM4; -- // _MAT4 -- -- case 0x1404: -- case 0x8b56: -- return setValueV1i; -- // INT, BOOL -- case 0x8b53: -- case 0x8b57: -- return setValueV2i; -- // _VEC2 -- case 0x8b54: -- case 0x8b58: -- return setValueV3i; -- // _VEC3 -- case 0x8b55: -- case 0x8b59: -- return setValueV4i; -- // _VEC4 -- -- case 0x1405: -- return setValueV1ui; -- // UINT -- case 0x8dc6: -- return setValueV2ui; -- // _VEC2 -- case 0x8dc7: -- return setValueV3ui; -- // _VEC3 -- case 0x8dc8: -- return setValueV4ui; -- // _VEC4 -+ function getSingularSetter( type ) { -+ -+ switch ( type ) { -+ -+ case 0x1406: return setValueV1f; // FLOAT -+ case 0x8b50: return setValueV2f; // _VEC2 -+ case 0x8b51: return setValueV3f; // _VEC3 -+ case 0x8b52: return setValueV4f; // _VEC4 -+ -+ case 0x8b5a: return setValueM2; // _MAT2 -+ case 0x8b5b: return setValueM3; // _MAT3 -+ case 0x8b5c: return setValueM4; // _MAT4 -+ -+ case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL -+ case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 -+ case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 -+ case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 -+ -+ case 0x1405: return setValueV1ui; // UINT -+ case 0x8dc6: return setValueV2ui; // _VEC2 -+ case 0x8dc7: return setValueV3ui; // _VEC3 -+ case 0x8dc8: return setValueV4ui; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D -- case 0x8b62: -- // SAMPLER_2D_SHADOW -+ case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1; -+ - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D -- case 0x8dd3: -- // UNSIGNED_INT_SAMPLER_3D -+ case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3D1; -+ - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE -- case 0x8dc5: -- // SAMPLER_CUBE_SHADOW -+ case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6; -+ - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY -- case 0x8dc4: -- // SAMPLER_2D_ARRAY_SHADOW -+ case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArray1; -+ - } -+ - } - -+ - // Array of scalars - -- function setValueV1fArray(gl, v) { -- gl.uniform1fv(this.addr, v); -+ function setValueV1fArray( gl, v ) { -+ -+ gl.uniform1fv( this.addr, v ); -+ - } - - // Array of vectors (from flat array or array of THREE.VectorN) - -- function setValueV2fArray(gl, v) { -- const data = flatten(v, this.size, 2); -- gl.uniform2fv(this.addr, data); -+ function setValueV2fArray( gl, v ) { -+ -+ const data = flatten( v, this.size, 2 ); -+ -+ gl.uniform2fv( this.addr, data ); -+ - } -- function setValueV3fArray(gl, v) { -- const data = flatten(v, this.size, 3); -- gl.uniform3fv(this.addr, data); -+ -+ function setValueV3fArray( gl, v ) { -+ -+ const data = flatten( v, this.size, 3 ); -+ -+ gl.uniform3fv( this.addr, data ); -+ - } -- function setValueV4fArray(gl, v) { -- const data = flatten(v, this.size, 4); -- gl.uniform4fv(this.addr, data); -+ -+ function setValueV4fArray( gl, v ) { -+ -+ const data = flatten( v, this.size, 4 ); -+ -+ gl.uniform4fv( this.addr, data ); -+ - } - - // Array of matrices (from flat array or array of THREE.MatrixN) - -- function setValueM2Array(gl, v) { -- const data = flatten(v, this.size, 4); -- gl.uniformMatrix2fv(this.addr, false, data); -+ function setValueM2Array( gl, v ) { -+ -+ const data = flatten( v, this.size, 4 ); -+ -+ gl.uniformMatrix2fv( this.addr, false, data ); -+ - } -- function setValueM3Array(gl, v) { -- const data = flatten(v, this.size, 9); -- gl.uniformMatrix3fv(this.addr, false, data); -+ -+ function setValueM3Array( gl, v ) { -+ -+ const data = flatten( v, this.size, 9 ); -+ -+ gl.uniformMatrix3fv( this.addr, false, data ); -+ - } -- function setValueM4Array(gl, v) { -- const data = flatten(v, this.size, 16); -- gl.uniformMatrix4fv(this.addr, false, data); -+ -+ function setValueM4Array( gl, v ) { -+ -+ const data = flatten( v, this.size, 16 ); -+ -+ gl.uniformMatrix4fv( this.addr, false, data ); -+ - } - - // Array of integer / boolean - -- function setValueV1iArray(gl, v) { -- gl.uniform1iv(this.addr, v); -+ function setValueV1iArray( gl, v ) { -+ -+ gl.uniform1iv( this.addr, v ); -+ - } - - // Array of integer / boolean vectors (from flat array) - -- function setValueV2iArray(gl, v) { -- gl.uniform2iv(this.addr, v); -+ function setValueV2iArray( gl, v ) { -+ -+ gl.uniform2iv( this.addr, v ); -+ - } -- function setValueV3iArray(gl, v) { -- gl.uniform3iv(this.addr, v); -+ -+ function setValueV3iArray( gl, v ) { -+ -+ gl.uniform3iv( this.addr, v ); -+ - } -- function setValueV4iArray(gl, v) { -- gl.uniform4iv(this.addr, v); -+ -+ function setValueV4iArray( gl, v ) { -+ -+ gl.uniform4iv( this.addr, v ); -+ - } - - // Array of unsigned integer - -- function setValueV1uiArray(gl, v) { -- gl.uniform1uiv(this.addr, v); -+ function setValueV1uiArray( gl, v ) { -+ -+ gl.uniform1uiv( this.addr, v ); -+ - } - - // Array of unsigned integer vectors (from flat array) - -- function setValueV2uiArray(gl, v) { -- gl.uniform2uiv(this.addr, v); -+ function setValueV2uiArray( gl, v ) { -+ -+ gl.uniform2uiv( this.addr, v ); -+ - } -- function setValueV3uiArray(gl, v) { -- gl.uniform3uiv(this.addr, v); -+ -+ function setValueV3uiArray( gl, v ) { -+ -+ gl.uniform3uiv( this.addr, v ); -+ - } -- function setValueV4uiArray(gl, v) { -- gl.uniform4uiv(this.addr, v); -+ -+ function setValueV4uiArray( gl, v ) { -+ -+ gl.uniform4uiv( this.addr, v ); -+ - } - -+ - // Array of textures (2D / 3D / Cube / 2DArray) - -- function setValueT1Array(gl, v, textures) { -+ function setValueT1Array( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTexture2D(v[i] || emptyTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); -+ - } -+ - } -- function setValueT3DArray(gl, v, textures) { -+ -+ function setValueT3DArray( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTexture3D(v[i] || empty3dTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); -+ - } -+ - } -- function setValueT6Array(gl, v, textures) { -+ -+ function setValueT6Array( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTextureCube(v[i] || emptyCubeTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); -+ - } -+ - } -- function setValueT2DArrayArray(gl, v, textures) { -+ -+ function setValueT2DArrayArray( gl, v, textures ) { -+ - const cache = this.cache; -+ - const n = v.length; -- const units = allocTexUnits(textures, n); -- if (!arraysEqual(cache, units)) { -- gl.uniform1iv(this.addr, units); -- copyArray(cache, units); -+ -+ const units = allocTexUnits( textures, n ); -+ -+ if ( ! arraysEqual( cache, units ) ) { -+ -+ gl.uniform1iv( this.addr, units ); -+ -+ copyArray( cache, units ); -+ - } -- for (let i = 0; i !== n; ++i) { -- textures.setTexture2DArray(v[i] || emptyArrayTexture, units[i]); -+ -+ for ( let i = 0; i !== n; ++ i ) { -+ -+ textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); -+ - } -+ - } - -+ - // Helper to pick the right setter for a pure (bottom-level) array - -- function getPureArraySetter(type) { -- switch (type) { -- case 0x1406: -- return setValueV1fArray; -- // FLOAT -- case 0x8b50: -- return setValueV2fArray; -- // _VEC2 -- case 0x8b51: -- return setValueV3fArray; -- // _VEC3 -- case 0x8b52: -- return setValueV4fArray; -- // _VEC4 -- -- case 0x8b5a: -- return setValueM2Array; -- // _MAT2 -- case 0x8b5b: -- return setValueM3Array; -- // _MAT3 -- case 0x8b5c: -- return setValueM4Array; -- // _MAT4 -- -- case 0x1404: -- case 0x8b56: -- return setValueV1iArray; -- // INT, BOOL -- case 0x8b53: -- case 0x8b57: -- return setValueV2iArray; -- // _VEC2 -- case 0x8b54: -- case 0x8b58: -- return setValueV3iArray; -- // _VEC3 -- case 0x8b55: -- case 0x8b59: -- return setValueV4iArray; -- // _VEC4 -- -- case 0x1405: -- return setValueV1uiArray; -- // UINT -- case 0x8dc6: -- return setValueV2uiArray; -- // _VEC2 -- case 0x8dc7: -- return setValueV3uiArray; -- // _VEC3 -- case 0x8dc8: -- return setValueV4uiArray; -- // _VEC4 -+ function getPureArraySetter( type ) { -+ -+ switch ( type ) { -+ -+ case 0x1406: return setValueV1fArray; // FLOAT -+ case 0x8b50: return setValueV2fArray; // _VEC2 -+ case 0x8b51: return setValueV3fArray; // _VEC3 -+ case 0x8b52: return setValueV4fArray; // _VEC4 -+ -+ case 0x8b5a: return setValueM2Array; // _MAT2 -+ case 0x8b5b: return setValueM3Array; // _MAT3 -+ case 0x8b5c: return setValueM4Array; // _MAT4 -+ -+ case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL -+ case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 -+ case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 -+ case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 -+ -+ case 0x1405: return setValueV1uiArray; // UINT -+ case 0x8dc6: return setValueV2uiArray; // _VEC2 -+ case 0x8dc7: return setValueV3uiArray; // _VEC3 -+ case 0x8dc8: return setValueV4uiArray; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D -- case 0x8b62: -- // SAMPLER_2D_SHADOW -+ case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1Array; -+ - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D -- case 0x8dd3: -- // UNSIGNED_INT_SAMPLER_3D -+ case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3DArray; -+ - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE -- case 0x8dc5: -- // SAMPLER_CUBE_SHADOW -+ case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6Array; -+ - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY -- case 0x8dc4: -- // SAMPLER_2D_ARRAY_SHADOW -+ case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArrayArray; -+ - } -+ - } - - // --- Uniform Classes --- - - class SingleUniform { -- constructor(id, activeInfo, addr) { -+ -+ constructor( id, activeInfo, addr ) { -+ - this.id = id; - this.addr = addr; - this.cache = []; -- this.setValue = getSingularSetter(activeInfo.type); -+ this.setValue = getSingularSetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG -+ - } -+ - } - - class PureArrayUniform { -- constructor(id, activeInfo, addr) { -+ -+ constructor( id, activeInfo, addr ) { -+ - this.id = id; - this.addr = addr; - this.cache = []; - this.size = activeInfo.size; -- this.setValue = getPureArraySetter(activeInfo.type); -+ this.setValue = getPureArraySetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG -+ - } -+ - } - - class StructuredUniform { -- constructor(id) { -+ -+ constructor( id ) { -+ - this.id = id; -+ - this.seq = []; - this.map = {}; -+ - } -- setValue(gl, value, textures) { -+ -+ setValue( gl, value, textures ) { -+ - const seq = this.seq; -- for (let i = 0, n = seq.length; i !== n; ++i) { -- const u = seq[i]; -- u.setValue(gl, value[u.id], textures); -+ -+ for ( let i = 0, n = seq.length; i !== n; ++ i ) { -+ -+ const u = seq[ i ]; -+ u.setValue( gl, value[ u.id ], textures ); -+ - } -+ - } -+ - } - - // --- Top-level --- -@@ -12161,545 +18112,1232 @@ - - // extracts - // - the identifier (member name or array index) -- // - followed by an optional right bracket (found when array index) -- // - followed by an optional left bracket or dot (type of subscript) -+ // - followed by an optional right bracket (found when array index) -+ // - followed by an optional left bracket or dot (type of subscript) - // - // Note: These portions can be read in a non-overlapping fashion and - // allow straightforward parsing of the hierarchy that WebGL encodes - // in the uniform names. - -- function addUniform(container, uniformObject) { -- container.seq.push(uniformObject); -- container.map[uniformObject.id] = uniformObject; -+ function addUniform( container, uniformObject ) { -+ -+ container.seq.push( uniformObject ); -+ container.map[ uniformObject.id ] = uniformObject; -+ - } -- function parseUniform(activeInfo, addr, container) { -+ -+ function parseUniform( activeInfo, addr, container ) { -+ - const path = activeInfo.name, - pathLength = path.length; - - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; -- while (true) { -- const match = RePathPart.exec(path), -+ -+ while ( true ) { -+ -+ const match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex; -- let id = match[1]; -- const idIsIndex = match[2] === ']', -- subscript = match[3]; -- if (idIsIndex) id = id | 0; // convert to integer - -- if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) { -+ let id = match[ 1 ]; -+ const idIsIndex = match[ 2 ] === ']', -+ subscript = match[ 3 ]; -+ -+ if ( idIsIndex ) id = id | 0; // convert to integer -+ -+ if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { -+ - // bare name or "pure" bottom-level array "[0]" suffix - -- addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr)); -+ addUniform( container, subscript === undefined ? -+ new SingleUniform( id, activeInfo, addr ) : -+ new PureArrayUniform( id, activeInfo, addr ) ); -+ - break; -+ - } else { -+ - // step into inner node / create it in case it doesn't exist - - const map = container.map; -- let next = map[id]; -- if (next === undefined) { -- next = new StructuredUniform(id); -- addUniform(container, next); -+ let next = map[ id ]; -+ -+ if ( next === undefined ) { -+ -+ next = new StructuredUniform( id ); -+ addUniform( container, next ); -+ - } -+ - container = next; -+ - } -+ - } -+ - } - - // Root Container - - class WebGLUniforms { -- constructor(gl, program) { -+ -+ constructor( gl, program ) { -+ - this.seq = []; - this.map = {}; -- const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); -- for (let i = 0; i < n; ++i) { -- const info = gl.getActiveUniform(program, i), -- addr = gl.getUniformLocation(program, info.name); -- parseUniform(info, addr, this); -- } -- } -- setValue(gl, name, value, textures) { -- const u = this.map[name]; -- if (u !== undefined) u.setValue(gl, value, textures); -- } -- setOptional(gl, object, name) { -- const v = object[name]; -- if (v !== undefined) this.setValue(gl, name, v); -- } -- static upload(gl, seq, values, textures) { -- for (let i = 0, n = seq.length; i !== n; ++i) { -- const u = seq[i], -- v = values[u.id]; -- if (v.needsUpdate !== false) { -+ -+ const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); -+ -+ for ( let i = 0; i < n; ++ i ) { -+ -+ const info = gl.getActiveUniform( program, i ), -+ addr = gl.getUniformLocation( program, info.name ); -+ -+ parseUniform( info, addr, this ); -+ -+ } -+ -+ } -+ -+ setValue( gl, name, value, textures ) { -+ -+ const u = this.map[ name ]; -+ -+ if ( u !== undefined ) u.setValue( gl, value, textures ); -+ -+ } -+ -+ setOptional( gl, object, name ) { -+ -+ const v = object[ name ]; -+ -+ if ( v !== undefined ) this.setValue( gl, name, v ); -+ -+ } -+ -+ static upload( gl, seq, values, textures ) { -+ -+ for ( let i = 0, n = seq.length; i !== n; ++ i ) { -+ -+ const u = seq[ i ], -+ v = values[ u.id ]; -+ -+ if ( v.needsUpdate !== false ) { -+ - // note: always updating when .needsUpdate is undefined -- u.setValue(gl, v.value, textures); -+ u.setValue( gl, v.value, textures ); -+ - } -+ - } -+ - } -- static seqWithValue(seq, values) { -+ -+ static seqWithValue( seq, values ) { -+ - const r = []; -- for (let i = 0, n = seq.length; i !== n; ++i) { -- const u = seq[i]; -- if (u.id in values) r.push(u); -+ -+ for ( let i = 0, n = seq.length; i !== n; ++ i ) { -+ -+ const u = seq[ i ]; -+ if ( u.id in values ) r.push( u ); -+ - } -+ - return r; -+ - } -+ - } - -- function WebGLShader(gl, type, string) { -- const shader = gl.createShader(type); -- gl.shaderSource(shader, string); -- gl.compileShader(shader); -+ function WebGLShader( gl, type, string ) { -+ -+ const shader = gl.createShader( type ); -+ -+ gl.shaderSource( shader, string ); -+ gl.compileShader( shader ); -+ - return shader; -+ - } - - let programIdCount = 0; -- function handleSource(string, errorLine) { -- const lines = string.split('\n'); -+ -+ function handleSource( string, errorLine ) { -+ -+ const lines = string.split( '\n' ); - const lines2 = []; -- const from = Math.max(errorLine - 6, 0); -- const to = Math.min(errorLine + 6, lines.length); -- for (let i = from; i < to; i++) { -+ -+ const from = Math.max( errorLine - 6, 0 ); -+ const to = Math.min( errorLine + 6, lines.length ); -+ -+ for ( let i = from; i < to; i ++ ) { -+ - const line = i + 1; -- lines2.push(`${line === errorLine ? '>' : ' '} ${line}: ${lines[i]}`); -+ lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); -+ - } -- return lines2.join('\n'); -+ -+ return lines2.join( '\n' ); -+ - } -- function getEncodingComponents(encoding) { -- switch (encoding) { -+ -+ function getEncodingComponents( encoding ) { -+ -+ switch ( encoding ) { -+ - case LinearEncoding: -- return ['Linear', '( value )']; -+ return [ 'Linear', '( value )' ]; - case sRGBEncoding: -- return ['sRGB', '( value )']; -+ return [ 'sRGB', '( value )' ]; - default: -- console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding); -- return ['Linear', '( value )']; -+ console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding ); -+ return [ 'Linear', '( value )' ]; -+ - } -+ - } -- function getShaderErrors(gl, shader, type) { -- const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS); -- const errors = gl.getShaderInfoLog(shader).trim(); -- if (status && errors === '') return ''; -- const errorMatches = /ERROR: 0:(\d+)/.exec(errors); -- if (errorMatches) { -- // --enable-privileged-webgl-extension -- // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - -- const errorLine = parseInt(errorMatches[1]); -- return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource(gl.getShaderSource(shader), errorLine); -- } else { -+ function getShaderErrors( gl, shader, type ) { -+ -+ const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); -+ const errors = gl.getShaderInfoLog( shader ).trim(); -+ -+ if ( status && errors === '' ) return ''; -+ -+ const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); -+ if ( errorMatches ) { -+ -+ // --enable-privileged-webgl-extension -+ // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); -+ -+ const errorLine = parseInt( errorMatches[ 1 ] ); -+ return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); -+ -+ } else { -+ - return errors; -+ - } -+ - } -- function getTexelEncodingFunction(functionName, encoding) { -- const components = getEncodingComponents(encoding); -- return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }'; -+ -+ function getTexelEncodingFunction( functionName, encoding ) { -+ -+ const components = getEncodingComponents( encoding ); -+ return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; -+ - } -- function getToneMappingFunction(functionName, toneMapping) { -+ -+ function getToneMappingFunction( functionName, toneMapping ) { -+ - let toneMappingName; -- switch (toneMapping) { -+ -+ switch ( toneMapping ) { -+ - case LinearToneMapping: - toneMappingName = 'Linear'; - break; -+ - case ReinhardToneMapping: - toneMappingName = 'Reinhard'; - break; -+ - case CineonToneMapping: - toneMappingName = 'OptimizedCineon'; - break; -+ - case ACESFilmicToneMapping: - toneMappingName = 'ACESFilmic'; - break; -+ - case CustomToneMapping: - toneMappingName = 'Custom'; - break; -+ - default: -- console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping); -+ console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); - toneMappingName = 'Linear'; -+ - } -+ - return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; -+ - } -- function generateExtensions(parameters) { -- const chunks = [parameters.extensionDerivatives || !!parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '']; -- return chunks.filter(filterEmptyLine).join('\n'); -+ -+ function generateExtensions( parameters ) { -+ -+ const chunks = [ -+ ( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', -+ ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', -+ ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', -+ ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' -+ ]; -+ -+ return chunks.filter( filterEmptyLine ).join( '\n' ); -+ - } -- function generateDefines(defines) { -+ -+ function generateDefines( defines ) { -+ - const chunks = []; -- for (const name in defines) { -- const value = defines[name]; -- if (value === false) continue; -- chunks.push('#define ' + name + ' ' + value); -+ -+ for ( const name in defines ) { -+ -+ const value = defines[ name ]; -+ -+ if ( value === false ) continue; -+ -+ chunks.push( '#define ' + name + ' ' + value ); -+ - } -- return chunks.join('\n'); -+ -+ return chunks.join( '\n' ); -+ - } -- function fetchAttributeLocations(gl, program) { -+ -+ function fetchAttributeLocations( gl, program ) { -+ - const attributes = {}; -- const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); -- for (let i = 0; i < n; i++) { -- const info = gl.getActiveAttrib(program, i); -+ -+ const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); -+ -+ for ( let i = 0; i < n; i ++ ) { -+ -+ const info = gl.getActiveAttrib( program, i ); - const name = info.name; -+ - let locationSize = 1; -- if (info.type === gl.FLOAT_MAT2) locationSize = 2; -- if (info.type === gl.FLOAT_MAT3) locationSize = 3; -- if (info.type === gl.FLOAT_MAT4) locationSize = 4; -+ if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; -+ if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; -+ if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; - - // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - -- attributes[name] = { -+ attributes[ name ] = { - type: info.type, -- location: gl.getAttribLocation(program, name), -+ location: gl.getAttribLocation( program, name ), - locationSize: locationSize - }; -+ - } -+ - return attributes; -+ - } -- function filterEmptyLine(string) { -+ -+ function filterEmptyLine( string ) { -+ - return string !== ''; -+ - } -- function replaceLightNums(string, parameters) { -+ -+ function replaceLightNums( string, parameters ) { -+ - const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; -- return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows); -+ -+ return string -+ .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) -+ .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) -+ .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) -+ .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) -+ .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) -+ .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) -+ .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) -+ .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) -+ .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) -+ .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) -+ .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); -+ - } -- function replaceClippingPlaneNums(string, parameters) { -- return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection); -+ -+ function replaceClippingPlaneNums( string, parameters ) { -+ -+ return string -+ .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) -+ .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); -+ - } - - // Resolve Includes - - const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; -- function resolveIncludes(string) { -- return string.replace(includePattern, includeReplacer); -+ -+ function resolveIncludes( string ) { -+ -+ return string.replace( includePattern, includeReplacer ); -+ - } -- function includeReplacer(match, include) { -- const string = ShaderChunk[include]; -- if (string === undefined) { -- throw new Error('Can not resolve #include <' + include + '>'); -+ -+ function includeReplacer( match, include ) { -+ -+ const string = ShaderChunk[ include ]; -+ -+ if ( string === undefined ) { -+ -+ throw new Error( 'Can not resolve #include <' + include + '>' ); -+ - } -- return resolveIncludes(string); -+ -+ return resolveIncludes( string ); -+ - } - - // Unroll Loops - - const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; -- function unrollLoops(string) { -- return string.replace(unrollLoopPattern, loopReplacer); -+ -+ function unrollLoops( string ) { -+ -+ return string.replace( unrollLoopPattern, loopReplacer ); -+ - } -- function loopReplacer(match, start, end, snippet) { -+ -+ function loopReplacer( match, start, end, snippet ) { -+ - let string = ''; -- for (let i = parseInt(start); i < parseInt(end); i++) { -- string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i); -+ -+ for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { -+ -+ string += snippet -+ .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) -+ .replace( /UNROLLED_LOOP_INDEX/g, i ); -+ - } -+ - return string; -+ - } - - // - -- function generatePrecision(parameters) { -+ function generatePrecision( parameters ) { -+ - let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;'; -- if (parameters.precision === 'highp') { -+ -+ if ( parameters.precision === 'highp' ) { -+ - precisionstring += '\n#define HIGH_PRECISION'; -- } else if (parameters.precision === 'mediump') { -+ -+ } else if ( parameters.precision === 'mediump' ) { -+ - precisionstring += '\n#define MEDIUM_PRECISION'; -- } else if (parameters.precision === 'lowp') { -+ -+ } else if ( parameters.precision === 'lowp' ) { -+ - precisionstring += '\n#define LOW_PRECISION'; -+ - } -+ - return precisionstring; -+ - } -- function generateShadowMapTypeDefine(parameters) { -+ -+ function generateShadowMapTypeDefine( parameters ) { -+ - let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; -- if (parameters.shadowMapType === PCFShadowMap) { -+ -+ if ( parameters.shadowMapType === PCFShadowMap ) { -+ - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; -- } else if (parameters.shadowMapType === PCFSoftShadowMap) { -+ -+ } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { -+ - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; -- } else if (parameters.shadowMapType === VSMShadowMap) { -+ -+ } else if ( parameters.shadowMapType === VSMShadowMap ) { -+ - shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; -+ - } -+ - return shadowMapTypeDefine; -+ - } -- function generateEnvMapTypeDefine(parameters) { -+ -+ function generateEnvMapTypeDefine( parameters ) { -+ - let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; -- if (parameters.envMap) { -- switch (parameters.envMapMode) { -+ -+ if ( parameters.envMap ) { -+ -+ switch ( parameters.envMapMode ) { -+ - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; -+ - case CubeUVReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; -+ - } -+ - } -+ - return envMapTypeDefine; -+ - } -- function generateEnvMapModeDefine(parameters) { -+ -+ function generateEnvMapModeDefine( parameters ) { -+ - let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; -- if (parameters.envMap) { -- switch (parameters.envMapMode) { -+ -+ if ( parameters.envMap ) { -+ -+ switch ( parameters.envMapMode ) { -+ - case CubeRefractionMapping: -+ - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; -+ - } -+ - } -+ - return envMapModeDefine; -+ - } -- function generateEnvMapBlendingDefine(parameters) { -+ -+ function generateEnvMapBlendingDefine( parameters ) { -+ - let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; -- if (parameters.envMap) { -- switch (parameters.combine) { -+ -+ if ( parameters.envMap ) { -+ -+ switch ( parameters.combine ) { -+ - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; -+ - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; -+ - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; -+ - } -+ - } -+ - return envMapBlendingDefine; -+ - } -- function generateCubeUVSize(parameters) { -+ -+ function generateCubeUVSize( parameters ) { -+ - const imageHeight = parameters.envMapCubeUVHeight; -- if (imageHeight === null) return null; -- const maxMip = Math.log2(imageHeight) - 2; -+ -+ if ( imageHeight === null ) return null; -+ -+ const maxMip = Math.log2( imageHeight ) - 2; -+ - const texelHeight = 1.0 / imageHeight; -- const texelWidth = 1.0 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16)); -- return { -- texelWidth, -- texelHeight, -- maxMip -- }; -+ -+ const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) ); -+ -+ return { texelWidth, texelHeight, maxMip }; -+ - } -- function WebGLProgram(renderer, cacheKey, parameters, bindingStates) { -+ -+ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { -+ - // TODO Send this event to Three.js DevTools - // console.log( 'WebGLProgram', cacheKey ); - - const gl = renderer.getContext(); -+ - const defines = parameters.defines; -+ - let vertexShader = parameters.vertexShader; - let fragmentShader = parameters.fragmentShader; -- const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters); -- const envMapTypeDefine = generateEnvMapTypeDefine(parameters); -- const envMapModeDefine = generateEnvMapModeDefine(parameters); -- const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters); -- const envMapCubeUVSize = generateCubeUVSize(parameters); -- const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters); -- const customDefines = generateDefines(defines); -+ -+ const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); -+ const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); -+ const envMapModeDefine = generateEnvMapModeDefine( parameters ); -+ const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); -+ const envMapCubeUVSize = generateCubeUVSize( parameters ); -+ -+ const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); -+ -+ const customDefines = generateDefines( defines ); -+ - const program = gl.createProgram(); -+ - let prefixVertex, prefixFragment; - let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; -- if (parameters.isRawShaderMaterial) { -- prefixVertex = [customDefines].filter(filterEmptyLine).join('\n'); -- if (prefixVertex.length > 0) { -+ -+ var numMultiviewViews = parameters.numMultiviewViews; -+ -+ if ( parameters.isRawShaderMaterial ) { -+ -+ prefixVertex = [ -+ -+ customDefines -+ -+ ].filter( filterEmptyLine ).join( '\n' ); -+ -+ if ( prefixVertex.length > 0 ) { -+ - prefixVertex += '\n'; -+ - } -- prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n'); -- if (prefixFragment.length > 0) { -+ -+ prefixFragment = [ -+ -+ customExtensions, -+ customDefines -+ -+ ].filter( filterEmptyLine ).join( '\n' ); -+ -+ if ( prefixFragment.length > 0 ) { -+ - prefixFragment += '\n'; -+ - } -+ - } else { -- prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.morphColors && parameters.isWebGL2 ? '#define USE_MORPHCOLORS' : '', parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? '#define MORPHTARGETS_TEXTURE' : '', parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', ' attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', ' attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', ' attribute vec4 tangent;', '#endif', '#if defined( USE_COLOR_ALPHA )', ' attribute vec4 color;', '#elif defined( USE_COLOR )', ' attribute vec3 color;', '#endif', '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n'); -- prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoat ? '#define USE_CLEARCOAT' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.iridescence ? '#define USE_IRIDESCENCE' : '', parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.alphaTest ? '#define USE_ALPHATEST' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', -- // this code is required here because it is used by the toneMapping() function defined below -- parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.opaque ? '#define OPAQUE' : '', ShaderChunk['encodings_pars_fragment'], -- // this code is required here because it is used by the various encoding/decoding function defined below -- getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n'); -- } -- vertexShader = resolveIncludes(vertexShader); -- vertexShader = replaceLightNums(vertexShader, parameters); -- vertexShader = replaceClippingPlaneNums(vertexShader, parameters); -- fragmentShader = resolveIncludes(fragmentShader); -- fragmentShader = replaceLightNums(fragmentShader, parameters); -- fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters); -- vertexShader = unrollLoops(vertexShader); -- fragmentShader = unrollLoops(fragmentShader); -- if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) { -- // GLSL 3.0 conversion for built-in materials and ShaderMaterial - -- versionString = '#version 300 es\n'; -- prefixVertex = ['precision mediump sampler2DArray;', '#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex; -- prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment; -- } -- const vertexGlsl = versionString + prefixVertex + vertexShader; -- const fragmentGlsl = versionString + prefixFragment + fragmentShader; -+ prefixVertex = [ - -- // console.log( '*VERTEX*', vertexGlsl ); -- // console.log( '*FRAGMENT*', fragmentGlsl ); -+ generatePrecision( parameters ), - -- const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl); -- const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl); -- gl.attachShader(program, glVertexShader); -- gl.attachShader(program, glFragmentShader); -+ '#define SHADER_NAME ' + parameters.shaderName, - -- // Force a particular attribute to index 0. -+ customDefines, - -- if (parameters.index0AttributeName !== undefined) { -- gl.bindAttribLocation(program, 0, parameters.index0AttributeName); -- } else if (parameters.morphTargets === true) { -- // programs with morphTargets displace position out of attribute 0 -- gl.bindAttribLocation(program, 0, 'position'); -- } -- gl.linkProgram(program); -+ parameters.instancing ? '#define USE_INSTANCING' : '', -+ parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', - -- // check for link errors -- if (renderer.debug.checkShaderErrors) { -- const programLog = gl.getProgramInfoLog(program).trim(); -- const vertexLog = gl.getShaderInfoLog(glVertexShader).trim(); -- const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim(); -- let runnable = true; -- let haveDiagnostics = true; -- if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) { -- runnable = false; -- const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex'); -- const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment'); -- console.error('THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + 'VALIDATE_STATUS ' + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + '\n\n' + 'Program Info Log: ' + programLog + '\n' + vertexErrors + '\n' + fragmentErrors); -- } else if (programLog !== '') { -- console.warn('THREE.WebGLProgram: Program Info Log:', programLog); -- } else if (vertexLog === '' || fragmentLog === '') { -- haveDiagnostics = false; -- } -- if (haveDiagnostics) { -- this.diagnostics = { -- runnable: runnable, -- programLog: programLog, -- vertexShader: { -- log: vertexLog, -- prefix: prefixVertex -- }, -- fragmentShader: { -- log: fragmentLog, -- prefix: prefixFragment -- } -- }; -- } -- } -+ parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', - -- // Clean up -+ ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', -+ ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', - -- // Crashes in iOS9 and iOS10. #18402 -- // gl.detachShader( program, glVertexShader ); -- // gl.detachShader( program, glFragmentShader ); -+ parameters.map ? '#define USE_MAP' : '', -+ parameters.envMap ? '#define USE_ENVMAP' : '', -+ parameters.envMap ? '#define ' + envMapModeDefine : '', -+ parameters.lightMap ? '#define USE_LIGHTMAP' : '', -+ parameters.aoMap ? '#define USE_AOMAP' : '', -+ parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', -+ parameters.bumpMap ? '#define USE_BUMPMAP' : '', -+ parameters.normalMap ? '#define USE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', - -- gl.deleteShader(glVertexShader); -- gl.deleteShader(glFragmentShader); -+ parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', -+ parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', -+ parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - -- // set up caching for uniform locations -+ parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', -+ parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', - -- let cachedUniforms; -- this.getUniforms = function () { -- if (cachedUniforms === undefined) { -- cachedUniforms = new WebGLUniforms(gl, program); -- } -- return cachedUniforms; -- }; -+ parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', - -- // set up caching for attribute locations -+ parameters.specularMap ? '#define USE_SPECULARMAP' : '', -+ parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', -+ parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', - -- let cachedAttributes; -- this.getAttributes = function () { -- if (cachedAttributes === undefined) { -- cachedAttributes = fetchAttributeLocations(gl, program); -- } -- return cachedAttributes; -- }; -+ parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', -+ parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', -+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - -- // free resource -+ parameters.transmission ? '#define USE_TRANSMISSION' : '', -+ parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', -+ parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', - -- this.destroy = function () { -- bindingStates.releaseStatesOfProgram(this); -- gl.deleteProgram(program); -- this.program = undefined; -- }; -+ parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', -+ parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', - -- // -+ parameters.vertexTangents ? '#define USE_TANGENT' : '', -+ parameters.vertexColors ? '#define USE_COLOR' : '', -+ parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', -+ parameters.vertexUvs ? '#define USE_UV' : '', -+ parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', - -- this.name = parameters.shaderName; -- this.id = programIdCount++; -- this.cacheKey = cacheKey; -- this.usedTimes = 1; -- this.program = program; -- this.vertexShader = glVertexShader; -- this.fragmentShader = glFragmentShader; -- return this; -- } -+ parameters.flatShading ? '#define FLAT_SHADED' : '', -+ -+ parameters.skinning ? '#define USE_SKINNING' : '', -+ -+ parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', -+ parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', -+ ( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '', -+ ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '', -+ ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', -+ ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', -+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '', -+ parameters.flipSided ? '#define FLIP_SIDED' : '', -+ -+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', -+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', -+ -+ parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', -+ -+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', -+ ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', -+ -+ 'uniform mat4 modelMatrix;', -+ 'uniform mat4 modelViewMatrix;', -+ 'uniform mat4 projectionMatrix;', -+ 'uniform mat4 viewMatrix;', -+ 'uniform mat3 normalMatrix;', -+ 'uniform vec3 cameraPosition;', -+ 'uniform bool isOrthographic;', -+ -+ '#ifdef USE_INSTANCING', -+ -+ ' attribute mat4 instanceMatrix;', -+ -+ '#endif', -+ -+ '#ifdef USE_INSTANCING_COLOR', -+ -+ ' attribute vec3 instanceColor;', -+ -+ '#endif', -+ -+ 'attribute vec3 position;', -+ 'attribute vec3 normal;', -+ 'attribute vec2 uv;', -+ -+ '#ifdef USE_TANGENT', -+ -+ ' attribute vec4 tangent;', -+ -+ '#endif', -+ -+ '#if defined( USE_COLOR_ALPHA )', -+ -+ ' attribute vec4 color;', -+ -+ '#elif defined( USE_COLOR )', -+ -+ ' attribute vec3 color;', -+ -+ '#endif', -+ -+ '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', -+ -+ ' attribute vec3 morphTarget0;', -+ ' attribute vec3 morphTarget1;', -+ ' attribute vec3 morphTarget2;', -+ ' attribute vec3 morphTarget3;', -+ -+ ' #ifdef USE_MORPHNORMALS', -+ -+ ' attribute vec3 morphNormal0;', -+ ' attribute vec3 morphNormal1;', -+ ' attribute vec3 morphNormal2;', -+ ' attribute vec3 morphNormal3;', -+ -+ ' #else', -+ -+ ' attribute vec3 morphTarget4;', -+ ' attribute vec3 morphTarget5;', -+ ' attribute vec3 morphTarget6;', -+ ' attribute vec3 morphTarget7;', -+ -+ ' #endif', -+ -+ '#endif', -+ -+ '#ifdef USE_SKINNING', -+ -+ ' attribute vec4 skinIndex;', -+ ' attribute vec4 skinWeight;', -+ -+ '#endif', -+ -+ '\n' -+ -+ ].filter( filterEmptyLine ).join( '\n' ); -+ -+ prefixFragment = [ -+ -+ customExtensions, -+ -+ generatePrecision( parameters ), -+ -+ '#define SHADER_NAME ' + parameters.shaderName, -+ -+ customDefines, -+ -+ ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', -+ ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', -+ -+ parameters.map ? '#define USE_MAP' : '', -+ parameters.matcap ? '#define USE_MATCAP' : '', -+ parameters.envMap ? '#define USE_ENVMAP' : '', -+ parameters.envMap ? '#define ' + envMapTypeDefine : '', -+ parameters.envMap ? '#define ' + envMapModeDefine : '', -+ parameters.envMap ? '#define ' + envMapBlendingDefine : '', -+ envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', -+ envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', -+ envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', -+ parameters.lightMap ? '#define USE_LIGHTMAP' : '', -+ parameters.aoMap ? '#define USE_AOMAP' : '', -+ parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', -+ parameters.bumpMap ? '#define USE_BUMPMAP' : '', -+ parameters.normalMap ? '#define USE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', -+ ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', -+ -+ parameters.clearcoat ? '#define USE_CLEARCOAT' : '', -+ parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', -+ parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', -+ parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', -+ -+ parameters.iridescence ? '#define USE_IRIDESCENCE' : '', -+ parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', -+ parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', -+ -+ parameters.specularMap ? '#define USE_SPECULARMAP' : '', -+ parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', -+ parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', -+ parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', -+ parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', -+ -+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '', -+ parameters.alphaTest ? '#define USE_ALPHATEST' : '', -+ -+ parameters.sheen ? '#define USE_SHEEN' : '', -+ parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', -+ parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', -+ -+ parameters.transmission ? '#define USE_TRANSMISSION' : '', -+ parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', -+ parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', -+ -+ parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', -+ -+ parameters.vertexTangents ? '#define USE_TANGENT' : '', -+ parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', -+ parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', -+ parameters.vertexUvs ? '#define USE_UV' : '', -+ parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', -+ -+ parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', -+ -+ parameters.flatShading ? '#define FLAT_SHADED' : '', -+ -+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '', -+ parameters.flipSided ? '#define FLIP_SIDED' : '', -+ -+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', -+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', -+ -+ parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', -+ -+ parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', -+ -+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', -+ ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', -+ -+ 'uniform mat4 viewMatrix;', -+ 'uniform vec3 cameraPosition;', -+ 'uniform bool isOrthographic;', -+ -+ ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', -+ ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below -+ ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', -+ -+ parameters.dithering ? '#define DITHERING' : '', -+ parameters.opaque ? '#define OPAQUE' : '', -+ -+ ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below -+ getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ), -+ -+ parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', -+ -+ '\n' -+ -+ ].filter( filterEmptyLine ).join( '\n' ); -+ -+ } -+ -+ vertexShader = resolveIncludes( vertexShader ); -+ vertexShader = replaceLightNums( vertexShader, parameters ); -+ vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); -+ -+ fragmentShader = resolveIncludes( fragmentShader ); -+ fragmentShader = replaceLightNums( fragmentShader, parameters ); -+ fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); -+ -+ vertexShader = unrollLoops( vertexShader ); -+ fragmentShader = unrollLoops( fragmentShader ); -+ -+ if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) { -+ -+ // GLSL 3.0 conversion for built-in materials and ShaderMaterial -+ -+ versionString = '#version 300 es\n'; -+ -+ prefixVertex = [ -+ 'precision mediump sampler2DArray;', -+ '#define attribute in', -+ '#define varying out', -+ '#define texture2D texture' -+ ].join( '\n' ) + '\n' + prefixVertex; -+ -+ prefixFragment = [ -+ '#define varying in', -+ ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', -+ ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', -+ '#define gl_FragDepthEXT gl_FragDepth', -+ '#define texture2D texture', -+ '#define textureCube texture', -+ '#define texture2DProj textureProj', -+ '#define texture2DLodEXT textureLod', -+ '#define texture2DProjLodEXT textureProjLod', -+ '#define textureCubeLodEXT textureLod', -+ '#define texture2DGradEXT textureGrad', -+ '#define texture2DProjGradEXT textureProjGrad', -+ '#define textureCubeGradEXT textureGrad' -+ ].join( '\n' ) + '\n' + prefixFragment; -+ -+ // Multiview -+ -+ if ( numMultiviewViews > 0 ) { -+ -+ prefixVertex = [ -+ '#extension GL_OVR_multiview : require', -+ 'layout(num_views = ' + numMultiviewViews + ') in;', -+ '#define VIEW_ID gl_ViewID_OVR' -+ ].join( '\n' ) + '\n' + prefixVertex; -+ -+ prefixVertex = prefixVertex.replace( -+ [ -+ 'uniform mat4 modelViewMatrix;', -+ 'uniform mat4 projectionMatrix;', -+ 'uniform mat4 viewMatrix;', -+ 'uniform mat3 normalMatrix;' -+ ].join( '\n' ), -+ [ -+ 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];', -+ 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];', -+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', -+ 'uniform mat3 normalMatrices[' + numMultiviewViews + '];', -+ -+ '#define modelViewMatrix modelViewMatrices[VIEW_ID]', -+ '#define projectionMatrix projectionMatrices[VIEW_ID]', -+ '#define viewMatrix viewMatrices[VIEW_ID]', -+ '#define normalMatrix normalMatrices[VIEW_ID]' -+ ].join( '\n' ) -+ ); -+ -+ prefixFragment = [ -+ '#extension GL_OVR_multiview : require', -+ '#define VIEW_ID gl_ViewID_OVR' -+ ].join( '\n' ) + '\n' + prefixFragment; -+ -+ prefixFragment = prefixFragment.replace( -+ 'uniform mat4 viewMatrix;', -+ [ -+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', -+ '#define viewMatrix viewMatrices[VIEW_ID]' -+ ].join( '\n' ) -+ ); -+ -+ } -+ -+ } -+ -+ const vertexGlsl = versionString + prefixVertex + vertexShader; -+ const fragmentGlsl = versionString + prefixFragment + fragmentShader; -+ -+ // console.log( '*VERTEX*', vertexGlsl ); -+ // console.log( '*FRAGMENT*', fragmentGlsl ); -+ -+ const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); -+ const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); -+ -+ gl.attachShader( program, glVertexShader ); -+ gl.attachShader( program, glFragmentShader ); -+ -+ // Force a particular attribute to index 0. -+ -+ if ( parameters.index0AttributeName !== undefined ) { -+ -+ gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); -+ -+ } else if ( parameters.morphTargets === true ) { -+ -+ // programs with morphTargets displace position out of attribute 0 -+ gl.bindAttribLocation( program, 0, 'position' ); -+ -+ } -+ -+ gl.linkProgram( program ); -+ -+ // check for link errors -+ if ( renderer.debug.checkShaderErrors ) { -+ -+ const programLog = gl.getProgramInfoLog( program ).trim(); -+ const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); -+ const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); -+ -+ let runnable = true; -+ let haveDiagnostics = true; -+ -+ if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { -+ -+ runnable = false; -+ -+ const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); -+ const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); -+ -+ console.error( -+ 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + -+ 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + -+ 'Program Info Log: ' + programLog + '\n' + -+ vertexErrors + '\n' + -+ fragmentErrors -+ ); -+ -+ } else if ( programLog !== '' ) { -+ -+ console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog ); -+ -+ } else if ( vertexLog === '' || fragmentLog === '' ) { -+ -+ haveDiagnostics = false; -+ -+ } -+ -+ if ( haveDiagnostics ) { -+ -+ this.diagnostics = { -+ -+ runnable: runnable, -+ -+ programLog: programLog, -+ -+ vertexShader: { -+ -+ log: vertexLog, -+ prefix: prefixVertex -+ -+ }, -+ -+ fragmentShader: { -+ -+ log: fragmentLog, -+ prefix: prefixFragment -+ -+ } -+ -+ }; -+ -+ } -+ -+ } -+ -+ // Clean up -+ -+ // Crashes in iOS9 and iOS10. #18402 -+ // gl.detachShader( program, glVertexShader ); -+ // gl.detachShader( program, glFragmentShader ); -+ -+ gl.deleteShader( glVertexShader ); -+ gl.deleteShader( glFragmentShader ); -+ -+ // set up caching for uniform locations -+ -+ let cachedUniforms; -+ -+ this.getUniforms = function () { -+ -+ if ( cachedUniforms === undefined ) { -+ -+ cachedUniforms = new WebGLUniforms( gl, program ); -+ -+ } -+ -+ return cachedUniforms; -+ -+ }; -+ -+ // set up caching for attribute locations -+ -+ let cachedAttributes; -+ -+ this.getAttributes = function () { -+ -+ if ( cachedAttributes === undefined ) { -+ -+ cachedAttributes = fetchAttributeLocations( gl, program ); -+ -+ } -+ -+ return cachedAttributes; -+ -+ }; -+ -+ // free resource -+ -+ this.destroy = function () { -+ -+ bindingStates.releaseStatesOfProgram( this ); -+ -+ gl.deleteProgram( program ); -+ this.program = undefined; -+ -+ }; -+ -+ // -+ -+ this.name = parameters.shaderName; -+ this.id = programIdCount ++; -+ this.cacheKey = cacheKey; -+ this.usedTimes = 1; -+ this.program = program; -+ this.vertexShader = glVertexShader; -+ this.fragmentShader = glFragmentShader; -+ this.numMultiviewViews = numMultiviewViews; -+ -+ return this; -+ -+ } -+ -+ let _id = 0; -+ -+ class WebGLShaderCache { -+ -+ constructor() { -+ -+ this.shaderCache = new Map(); -+ this.materialCache = new Map(); -+ -+ } -+ -+ update( material ) { -+ -+ const vertexShader = material.vertexShader; -+ const fragmentShader = material.fragmentShader; -+ -+ const vertexShaderStage = this._getShaderStage( vertexShader ); -+ const fragmentShaderStage = this._getShaderStage( fragmentShader ); -+ -+ const materialShaders = this._getShaderCacheForMaterial( material ); -+ -+ if ( materialShaders.has( vertexShaderStage ) === false ) { -+ -+ materialShaders.add( vertexShaderStage ); -+ vertexShaderStage.usedTimes ++; -+ -+ } -+ -+ if ( materialShaders.has( fragmentShaderStage ) === false ) { -+ -+ materialShaders.add( fragmentShaderStage ); -+ fragmentShaderStage.usedTimes ++; -+ -+ } -+ -+ return this; -+ -+ } -+ -+ remove( material ) { -+ -+ const materialShaders = this.materialCache.get( material ); -+ -+ for ( const shaderStage of materialShaders ) { -+ -+ shaderStage.usedTimes --; -+ -+ if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code ); -+ -+ } -+ -+ this.materialCache.delete( material ); -+ -+ return this; -+ -+ } -+ -+ getVertexShaderID( material ) { -+ -+ return this._getShaderStage( material.vertexShader ).id; -+ -+ } -+ -+ getFragmentShaderID( material ) { -+ -+ return this._getShaderStage( material.fragmentShader ).id; -+ -+ } -+ -+ dispose() { -+ -+ this.shaderCache.clear(); -+ this.materialCache.clear(); -+ -+ } -+ -+ _getShaderCacheForMaterial( material ) { -+ -+ const cache = this.materialCache; -+ let set = cache.get( material ); -+ -+ if ( set === undefined ) { -+ -+ set = new Set(); -+ cache.set( material, set ); -+ -+ } -+ -+ return set; -+ -+ } -+ -+ _getShaderStage( code ) { -+ -+ const cache = this.shaderCache; -+ let stage = cache.get( code ); -+ -+ if ( stage === undefined ) { -+ -+ stage = new WebGLShaderStage( code ); -+ cache.set( code, stage ); -+ -+ } -+ -+ return stage; -+ -+ } -+ -+ } -+ -+ class WebGLShaderStage { -+ -+ constructor( code ) { -+ -+ this.id = _id ++; - -- let _id = 0; -- class WebGLShaderCache { -- constructor() { -- this.shaderCache = new Map(); -- this.materialCache = new Map(); -- } -- update(material) { -- const vertexShader = material.vertexShader; -- const fragmentShader = material.fragmentShader; -- const vertexShaderStage = this._getShaderStage(vertexShader); -- const fragmentShaderStage = this._getShaderStage(fragmentShader); -- const materialShaders = this._getShaderCacheForMaterial(material); -- if (materialShaders.has(vertexShaderStage) === false) { -- materialShaders.add(vertexShaderStage); -- vertexShaderStage.usedTimes++; -- } -- if (materialShaders.has(fragmentShaderStage) === false) { -- materialShaders.add(fragmentShaderStage); -- fragmentShaderStage.usedTimes++; -- } -- return this; -- } -- remove(material) { -- const materialShaders = this.materialCache.get(material); -- for (const shaderStage of materialShaders) { -- shaderStage.usedTimes--; -- if (shaderStage.usedTimes === 0) this.shaderCache.delete(shaderStage.code); -- } -- this.materialCache.delete(material); -- return this; -- } -- getVertexShaderID(material) { -- return this._getShaderStage(material.vertexShader).id; -- } -- getFragmentShaderID(material) { -- return this._getShaderStage(material.fragmentShader).id; -- } -- dispose() { -- this.shaderCache.clear(); -- this.materialCache.clear(); -- } -- _getShaderCacheForMaterial(material) { -- const cache = this.materialCache; -- let set = cache.get(material); -- if (set === undefined) { -- set = new Set(); -- cache.set(material, set); -- } -- return set; -- } -- _getShaderStage(code) { -- const cache = this.shaderCache; -- let stage = cache.get(code); -- if (stage === undefined) { -- stage = new WebGLShaderStage(code); -- cache.set(code, stage); -- } -- return stage; -- } -- } -- class WebGLShaderStage { -- constructor(code) { -- this.id = _id++; - this.code = code; - this.usedTimes = 0; -+ - } -+ - } - -- function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) { -+ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) { -+ - const _programLayers = new Layers(); - const _customShaders = new WebGLShaderCache(); - const programs = []; -+ - const isWebGL2 = capabilities.isWebGL2; - const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; - const vertexTextures = capabilities.vertexTextures; - let precision = capabilities.precision; -+ - const shaderIDs = { - MeshDepthMaterial: 'depth', - MeshDistanceMaterial: 'distanceRGBA', -@@ -12717,315 +19355,503 @@ - ShadowMaterial: 'shadow', - SpriteMaterial: 'sprite' - }; -- function getParameters(material, lights, shadows, scene, object) { -+ -+ function getParameters( material, lights, shadows, scene, object ) { -+ - const fog = scene.fog; - const geometry = object.geometry; - const environment = material.isMeshStandardMaterial ? scene.environment : null; -- const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment); -- const envMapCubeUVHeight = !!envMap && envMap.mapping === CubeUVReflectionMapping ? envMap.image.height : null; -- const shaderID = shaderIDs[material.type]; -+ -+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); -+ const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null; -+ -+ const shaderID = shaderIDs[ material.type ]; - - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) - -- if (material.precision !== null) { -- precision = capabilities.getMaxPrecision(material.precision); -- if (precision !== material.precision) { -- console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.'); -+ if ( material.precision !== null ) { -+ -+ precision = capabilities.getMaxPrecision( material.precision ); -+ -+ if ( precision !== material.precision ) { -+ -+ console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); -+ - } -+ - } - - // - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; -- const morphTargetsCount = morphAttribute !== undefined ? morphAttribute.length : 0; -+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; -+ - let morphTextureStride = 0; -- if (geometry.morphAttributes.position !== undefined) morphTextureStride = 1; -- if (geometry.morphAttributes.normal !== undefined) morphTextureStride = 2; -- if (geometry.morphAttributes.color !== undefined) morphTextureStride = 3; -+ -+ if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; -+ if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; -+ if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3; - - // - - let vertexShader, fragmentShader; - let customVertexShaderID, customFragmentShaderID; -- if (shaderID) { -- const shader = ShaderLib[shaderID]; -+ -+ if ( shaderID ) { -+ -+ const shader = ShaderLib[ shaderID ]; -+ - vertexShader = shader.vertexShader; - fragmentShader = shader.fragmentShader; -+ - } else { -+ - vertexShader = material.vertexShader; - fragmentShader = material.fragmentShader; -- _customShaders.update(material); -- customVertexShaderID = _customShaders.getVertexShaderID(material); -- customFragmentShaderID = _customShaders.getFragmentShaderID(material); -+ -+ _customShaders.update( material ); -+ -+ customVertexShaderID = _customShaders.getVertexShaderID( material ); -+ customFragmentShaderID = _customShaders.getFragmentShaderID( material ); -+ - } -+ - const currentRenderTarget = renderer.getRenderTarget(); -+ -+ const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0; -+ - const useAlphaTest = material.alphaTest > 0; - const useClearcoat = material.clearcoat > 0; - const useIridescence = material.iridescence > 0; -+ - const parameters = { -+ - isWebGL2: isWebGL2, -+ - shaderID: shaderID, - shaderName: material.type, -+ - vertexShader: vertexShader, - fragmentShader: fragmentShader, - defines: material.defines, -+ - customVertexShaderID: customVertexShaderID, - customFragmentShaderID: customFragmentShaderID, -+ - isRawShaderMaterial: material.isRawShaderMaterial === true, - glslVersion: material.glslVersion, -+ - precision: precision, -+ - instancing: object.isInstancedMesh === true, - instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, -+ - supportsVertexTextures: vertexTextures, -- outputEncoding: currentRenderTarget === null ? renderer.outputEncoding : currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding, -- map: !!material.map, -- matcap: !!material.matcap, -- envMap: !!envMap, -+ numMultiviewViews: numMultiviewViews, -+ -+ outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ), -+ map: !! material.map, -+ matcap: !! material.matcap, -+ envMap: !! envMap, - envMapMode: envMap && envMap.mapping, - envMapCubeUVHeight: envMapCubeUVHeight, -- lightMap: !!material.lightMap, -- aoMap: !!material.aoMap, -- emissiveMap: !!material.emissiveMap, -- bumpMap: !!material.bumpMap, -- normalMap: !!material.normalMap, -+ lightMap: !! material.lightMap, -+ aoMap: !! material.aoMap, -+ emissiveMap: !! material.emissiveMap, -+ bumpMap: !! material.bumpMap, -+ normalMap: !! material.normalMap, - objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, - tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, -- decodeVideoTexture: !!material.map && material.map.isVideoTexture === true && material.map.encoding === sRGBEncoding, -+ -+ decodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ), -+ - clearcoat: useClearcoat, -- clearcoatMap: useClearcoat && !!material.clearcoatMap, -- clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap, -- clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap, -+ clearcoatMap: useClearcoat && !! material.clearcoatMap, -+ clearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap, -+ clearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap, -+ - iridescence: useIridescence, -- iridescenceMap: useIridescence && !!material.iridescenceMap, -- iridescenceThicknessMap: useIridescence && !!material.iridescenceThicknessMap, -- displacementMap: !!material.displacementMap, -- roughnessMap: !!material.roughnessMap, -- metalnessMap: !!material.metalnessMap, -- specularMap: !!material.specularMap, -- specularIntensityMap: !!material.specularIntensityMap, -- specularColorMap: !!material.specularColorMap, -+ iridescenceMap: useIridescence && !! material.iridescenceMap, -+ iridescenceThicknessMap: useIridescence && !! material.iridescenceThicknessMap, -+ -+ displacementMap: !! material.displacementMap, -+ roughnessMap: !! material.roughnessMap, -+ metalnessMap: !! material.metalnessMap, -+ specularMap: !! material.specularMap, -+ specularIntensityMap: !! material.specularIntensityMap, -+ specularColorMap: !! material.specularColorMap, -+ - opaque: material.transparent === false && material.blending === NormalBlending, -- alphaMap: !!material.alphaMap, -+ -+ alphaMap: !! material.alphaMap, - alphaTest: useAlphaTest, -- gradientMap: !!material.gradientMap, -+ -+ gradientMap: !! material.gradientMap, -+ - sheen: material.sheen > 0, -- sheenColorMap: !!material.sheenColorMap, -- sheenRoughnessMap: !!material.sheenRoughnessMap, -+ sheenColorMap: !! material.sheenColorMap, -+ sheenRoughnessMap: !! material.sheenRoughnessMap, -+ - transmission: material.transmission > 0, -- transmissionMap: !!material.transmissionMap, -- thicknessMap: !!material.thicknessMap, -+ transmissionMap: !! material.transmissionMap, -+ thicknessMap: !! material.thicknessMap, -+ - combine: material.combine, -- vertexTangents: !!material.normalMap && !!geometry.attributes.tangent, -+ -+ vertexTangents: ( !! material.normalMap && !! geometry.attributes.tangent ), - vertexColors: material.vertexColors, -- vertexAlphas: material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4, -- vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.iridescenceMap || !!material.iridescenceThicknessMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || !!material.sheenColorMap || !!material.sheenRoughnessMap, -- uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.iridescenceMap || !!material.iridescenceThicknessMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || material.sheen > 0 || !!material.sheenColorMap || !!material.sheenRoughnessMap) && !!material.displacementMap, -- fog: !!fog, -+ vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, -+ vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || !! material.sheenRoughnessMap, -+ uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.iridescenceMap || !! material.iridescenceThicknessMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap, -+ -+ fog: !! fog, - useFog: material.fog === true, -- fogExp2: fog && fog.isFogExp2, -- flatShading: !!material.flatShading, -+ fogExp2: ( fog && fog.isFogExp2 ), -+ -+ flatShading: !! material.flatShading, -+ - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: logarithmicDepthBuffer, -+ - skinning: object.isSkinnedMesh === true, -+ - morphTargets: geometry.morphAttributes.position !== undefined, - morphNormals: geometry.morphAttributes.normal !== undefined, - morphColors: geometry.morphAttributes.color !== undefined, - morphTargetsCount: morphTargetsCount, - morphTextureStride: morphTextureStride, -+ - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numSpotLightMaps: lights.spotLightMap.length, - numRectAreaLights: lights.rectArea.length, - numHemiLights: lights.hemi.length, -+ - numDirLightShadows: lights.directionalShadowMap.length, - numPointLightShadows: lights.pointShadowMap.length, - numSpotLightShadows: lights.spotShadowMap.length, - numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, -+ - numClippingPlanes: clipping.numPlanes, - numClipIntersection: clipping.numIntersection, -+ - dithering: material.dithering, -+ - shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, - shadowMapType: renderer.shadowMap.type, -+ - toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, -+ - premultipliedAlpha: material.premultipliedAlpha, -+ - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, -- useDepthPacking: !!material.depthPacking, -+ -+ useDepthPacking: !! material.depthPacking, - depthPacking: material.depthPacking || 0, -+ - index0AttributeName: material.index0AttributeName, -+ - extensionDerivatives: material.extensions && material.extensions.derivatives, - extensionFragDepth: material.extensions && material.extensions.fragDepth, - extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, - extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, -- rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'), -- rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'), -- rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'), -+ -+ rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ), -+ rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ), -+ rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ), -+ - customProgramCacheKey: material.customProgramCacheKey() -+ - }; -+ - return parameters; -+ - } -- function getProgramCacheKey(parameters) { -+ -+ function getProgramCacheKey( parameters ) { -+ - const array = []; -- if (parameters.shaderID) { -- array.push(parameters.shaderID); -+ -+ if ( parameters.shaderID ) { -+ -+ array.push( parameters.shaderID ); -+ - } else { -- array.push(parameters.customVertexShaderID); -- array.push(parameters.customFragmentShaderID); -+ -+ array.push( parameters.customVertexShaderID ); -+ array.push( parameters.customFragmentShaderID ); -+ - } -- if (parameters.defines !== undefined) { -- for (const name in parameters.defines) { -- array.push(name); -- array.push(parameters.defines[name]); -+ -+ if ( parameters.defines !== undefined ) { -+ -+ for ( const name in parameters.defines ) { -+ -+ array.push( name ); -+ array.push( parameters.defines[ name ] ); -+ - } -+ - } -- if (parameters.isRawShaderMaterial === false) { -- getProgramCacheKeyParameters(array, parameters); -- getProgramCacheKeyBooleans(array, parameters); -- array.push(renderer.outputEncoding); -+ -+ if ( parameters.isRawShaderMaterial === false ) { -+ -+ getProgramCacheKeyParameters( array, parameters ); -+ getProgramCacheKeyBooleans( array, parameters ); -+ array.push( renderer.outputEncoding ); -+ - } -- array.push(parameters.customProgramCacheKey); -+ -+ array.push( parameters.customProgramCacheKey ); -+ - return array.join(); -+ -+ } -+ -+ function getProgramCacheKeyParameters( array, parameters ) { -+ -+ array.push( parameters.precision ); -+ array.push( parameters.outputEncoding ); -+ array.push( parameters.envMapMode ); -+ array.push( parameters.envMapCubeUVHeight ); -+ array.push( parameters.combine ); -+ array.push( parameters.vertexUvs ); -+ array.push( parameters.fogExp2 ); -+ array.push( parameters.sizeAttenuation ); -+ array.push( parameters.morphTargetsCount ); -+ array.push( parameters.morphAttributeCount ); -+ array.push( parameters.numDirLights ); -+ array.push( parameters.numPointLights ); -+ array.push( parameters.numSpotLights ); -+ array.push( parameters.numSpotLightMaps ); -+ array.push( parameters.numHemiLights ); -+ array.push( parameters.numRectAreaLights ); -+ array.push( parameters.numDirLightShadows ); -+ array.push( parameters.numPointLightShadows ); -+ array.push( parameters.numSpotLightShadows ); -+ array.push( parameters.numSpotLightShadowsWithMaps ); -+ array.push( parameters.shadowMapType ); -+ array.push( parameters.toneMapping ); -+ array.push( parameters.numClippingPlanes ); -+ array.push( parameters.numClipIntersection ); -+ array.push( parameters.depthPacking ); -+ - } -- function getProgramCacheKeyParameters(array, parameters) { -- array.push(parameters.precision); -- array.push(parameters.outputEncoding); -- array.push(parameters.envMapMode); -- array.push(parameters.envMapCubeUVHeight); -- array.push(parameters.combine); -- array.push(parameters.vertexUvs); -- array.push(parameters.fogExp2); -- array.push(parameters.sizeAttenuation); -- array.push(parameters.morphTargetsCount); -- array.push(parameters.morphAttributeCount); -- array.push(parameters.numDirLights); -- array.push(parameters.numPointLights); -- array.push(parameters.numSpotLights); -- array.push(parameters.numSpotLightMaps); -- array.push(parameters.numHemiLights); -- array.push(parameters.numRectAreaLights); -- array.push(parameters.numDirLightShadows); -- array.push(parameters.numPointLightShadows); -- array.push(parameters.numSpotLightShadows); -- array.push(parameters.numSpotLightShadowsWithMaps); -- array.push(parameters.shadowMapType); -- array.push(parameters.toneMapping); -- array.push(parameters.numClippingPlanes); -- array.push(parameters.numClipIntersection); -- array.push(parameters.depthPacking); -- } -- function getProgramCacheKeyBooleans(array, parameters) { -+ -+ function getProgramCacheKeyBooleans( array, parameters ) { -+ - _programLayers.disableAll(); -- if (parameters.isWebGL2) _programLayers.enable(0); -- if (parameters.supportsVertexTextures) _programLayers.enable(1); -- if (parameters.instancing) _programLayers.enable(2); -- if (parameters.instancingColor) _programLayers.enable(3); -- if (parameters.map) _programLayers.enable(4); -- if (parameters.matcap) _programLayers.enable(5); -- if (parameters.envMap) _programLayers.enable(6); -- if (parameters.lightMap) _programLayers.enable(7); -- if (parameters.aoMap) _programLayers.enable(8); -- if (parameters.emissiveMap) _programLayers.enable(9); -- if (parameters.bumpMap) _programLayers.enable(10); -- if (parameters.normalMap) _programLayers.enable(11); -- if (parameters.objectSpaceNormalMap) _programLayers.enable(12); -- if (parameters.tangentSpaceNormalMap) _programLayers.enable(13); -- if (parameters.clearcoat) _programLayers.enable(14); -- if (parameters.clearcoatMap) _programLayers.enable(15); -- if (parameters.clearcoatRoughnessMap) _programLayers.enable(16); -- if (parameters.clearcoatNormalMap) _programLayers.enable(17); -- if (parameters.iridescence) _programLayers.enable(18); -- if (parameters.iridescenceMap) _programLayers.enable(19); -- if (parameters.iridescenceThicknessMap) _programLayers.enable(20); -- if (parameters.displacementMap) _programLayers.enable(21); -- if (parameters.specularMap) _programLayers.enable(22); -- if (parameters.roughnessMap) _programLayers.enable(23); -- if (parameters.metalnessMap) _programLayers.enable(24); -- if (parameters.gradientMap) _programLayers.enable(25); -- if (parameters.alphaMap) _programLayers.enable(26); -- if (parameters.alphaTest) _programLayers.enable(27); -- if (parameters.vertexColors) _programLayers.enable(28); -- if (parameters.vertexAlphas) _programLayers.enable(29); -- if (parameters.vertexUvs) _programLayers.enable(30); -- if (parameters.vertexTangents) _programLayers.enable(31); -- if (parameters.uvsVertexOnly) _programLayers.enable(32); -- array.push(_programLayers.mask); -+ -+ if ( parameters.isWebGL2 ) -+ _programLayers.enable( 0 ); -+ if ( parameters.supportsVertexTextures ) -+ _programLayers.enable( 1 ); -+ if ( parameters.instancing ) -+ _programLayers.enable( 2 ); -+ if ( parameters.instancingColor ) -+ _programLayers.enable( 3 ); -+ if ( parameters.map ) -+ _programLayers.enable( 4 ); -+ if ( parameters.matcap ) -+ _programLayers.enable( 5 ); -+ if ( parameters.envMap ) -+ _programLayers.enable( 6 ); -+ if ( parameters.lightMap ) -+ _programLayers.enable( 7 ); -+ if ( parameters.aoMap ) -+ _programLayers.enable( 8 ); -+ if ( parameters.emissiveMap ) -+ _programLayers.enable( 9 ); -+ if ( parameters.bumpMap ) -+ _programLayers.enable( 10 ); -+ if ( parameters.normalMap ) -+ _programLayers.enable( 11 ); -+ if ( parameters.objectSpaceNormalMap ) -+ _programLayers.enable( 12 ); -+ if ( parameters.tangentSpaceNormalMap ) -+ _programLayers.enable( 13 ); -+ if ( parameters.clearcoat ) -+ _programLayers.enable( 14 ); -+ if ( parameters.clearcoatMap ) -+ _programLayers.enable( 15 ); -+ if ( parameters.clearcoatRoughnessMap ) -+ _programLayers.enable( 16 ); -+ if ( parameters.clearcoatNormalMap ) -+ _programLayers.enable( 17 ); -+ if ( parameters.iridescence ) -+ _programLayers.enable( 18 ); -+ if ( parameters.iridescenceMap ) -+ _programLayers.enable( 19 ); -+ if ( parameters.iridescenceThicknessMap ) -+ _programLayers.enable( 20 ); -+ if ( parameters.displacementMap ) -+ _programLayers.enable( 21 ); -+ if ( parameters.specularMap ) -+ _programLayers.enable( 22 ); -+ if ( parameters.roughnessMap ) -+ _programLayers.enable( 23 ); -+ if ( parameters.metalnessMap ) -+ _programLayers.enable( 24 ); -+ if ( parameters.gradientMap ) -+ _programLayers.enable( 25 ); -+ if ( parameters.alphaMap ) -+ _programLayers.enable( 26 ); -+ if ( parameters.alphaTest ) -+ _programLayers.enable( 27 ); -+ if ( parameters.vertexColors ) -+ _programLayers.enable( 28 ); -+ if ( parameters.vertexAlphas ) -+ _programLayers.enable( 29 ); -+ if ( parameters.vertexUvs ) -+ _programLayers.enable( 30 ); -+ if ( parameters.vertexTangents ) -+ _programLayers.enable( 31 ); -+ if ( parameters.uvsVertexOnly ) -+ _programLayers.enable( 32 ); -+ -+ array.push( _programLayers.mask ); - _programLayers.disableAll(); -- if (parameters.fog) _programLayers.enable(0); -- if (parameters.useFog) _programLayers.enable(1); -- if (parameters.flatShading) _programLayers.enable(2); -- if (parameters.logarithmicDepthBuffer) _programLayers.enable(3); -- if (parameters.skinning) _programLayers.enable(4); -- if (parameters.morphTargets) _programLayers.enable(5); -- if (parameters.morphNormals) _programLayers.enable(6); -- if (parameters.morphColors) _programLayers.enable(7); -- if (parameters.premultipliedAlpha) _programLayers.enable(8); -- if (parameters.shadowMapEnabled) _programLayers.enable(9); -- if (parameters.physicallyCorrectLights) _programLayers.enable(10); -- if (parameters.doubleSided) _programLayers.enable(11); -- if (parameters.flipSided) _programLayers.enable(12); -- if (parameters.useDepthPacking) _programLayers.enable(13); -- if (parameters.dithering) _programLayers.enable(14); -- if (parameters.specularIntensityMap) _programLayers.enable(15); -- if (parameters.specularColorMap) _programLayers.enable(16); -- if (parameters.transmission) _programLayers.enable(17); -- if (parameters.transmissionMap) _programLayers.enable(18); -- if (parameters.thicknessMap) _programLayers.enable(19); -- if (parameters.sheen) _programLayers.enable(20); -- if (parameters.sheenColorMap) _programLayers.enable(21); -- if (parameters.sheenRoughnessMap) _programLayers.enable(22); -- if (parameters.decodeVideoTexture) _programLayers.enable(23); -- if (parameters.opaque) _programLayers.enable(24); -- array.push(_programLayers.mask); -- } -- function getUniforms(material) { -- const shaderID = shaderIDs[material.type]; -+ -+ if ( parameters.fog ) -+ _programLayers.enable( 0 ); -+ if ( parameters.useFog ) -+ _programLayers.enable( 1 ); -+ if ( parameters.flatShading ) -+ _programLayers.enable( 2 ); -+ if ( parameters.logarithmicDepthBuffer ) -+ _programLayers.enable( 3 ); -+ if ( parameters.skinning ) -+ _programLayers.enable( 4 ); -+ if ( parameters.morphTargets ) -+ _programLayers.enable( 5 ); -+ if ( parameters.morphNormals ) -+ _programLayers.enable( 6 ); -+ if ( parameters.morphColors ) -+ _programLayers.enable( 7 ); -+ if ( parameters.premultipliedAlpha ) -+ _programLayers.enable( 8 ); -+ if ( parameters.shadowMapEnabled ) -+ _programLayers.enable( 9 ); -+ if ( parameters.physicallyCorrectLights ) -+ _programLayers.enable( 10 ); -+ if ( parameters.doubleSided ) -+ _programLayers.enable( 11 ); -+ if ( parameters.flipSided ) -+ _programLayers.enable( 12 ); -+ if ( parameters.useDepthPacking ) -+ _programLayers.enable( 13 ); -+ if ( parameters.dithering ) -+ _programLayers.enable( 14 ); -+ if ( parameters.specularIntensityMap ) -+ _programLayers.enable( 15 ); -+ if ( parameters.specularColorMap ) -+ _programLayers.enable( 16 ); -+ if ( parameters.transmission ) -+ _programLayers.enable( 17 ); -+ if ( parameters.transmissionMap ) -+ _programLayers.enable( 18 ); -+ if ( parameters.thicknessMap ) -+ _programLayers.enable( 19 ); -+ if ( parameters.sheen ) -+ _programLayers.enable( 20 ); -+ if ( parameters.sheenColorMap ) -+ _programLayers.enable( 21 ); -+ if ( parameters.sheenRoughnessMap ) -+ _programLayers.enable( 22 ); -+ if ( parameters.decodeVideoTexture ) -+ _programLayers.enable( 23 ); -+ if ( parameters.opaque ) -+ _programLayers.enable( 24 ); -+ if ( parameters.numMultiviewViews ) -+ _programLayers.enable( 25 ); -+ -+ array.push( _programLayers.mask ); -+ -+ } -+ -+ function getUniforms( material ) { -+ -+ const shaderID = shaderIDs[ material.type ]; - let uniforms; -- if (shaderID) { -- const shader = ShaderLib[shaderID]; -- uniforms = UniformsUtils.clone(shader.uniforms); -+ -+ if ( shaderID ) { -+ -+ const shader = ShaderLib[ shaderID ]; -+ uniforms = UniformsUtils.clone( shader.uniforms ); -+ - } else { -+ - uniforms = material.uniforms; -+ - } -+ - return uniforms; -+ - } -- function acquireProgram(parameters, cacheKey) { -+ -+ function acquireProgram( parameters, cacheKey ) { -+ - let program; - - // Check if code has been already compiled -- for (let p = 0, pl = programs.length; p < pl; p++) { -- const preexistingProgram = programs[p]; -- if (preexistingProgram.cacheKey === cacheKey) { -+ for ( let p = 0, pl = programs.length; p < pl; p ++ ) { -+ -+ const preexistingProgram = programs[ p ]; -+ -+ if ( preexistingProgram.cacheKey === cacheKey ) { -+ - program = preexistingProgram; -- ++program.usedTimes; -+ ++ program.usedTimes; -+ - break; -+ - } -+ - } -- if (program === undefined) { -- program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates); -- programs.push(program); -+ -+ if ( program === undefined ) { -+ -+ program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); -+ programs.push( program ); -+ - } -+ - return program; -+ - } -- function releaseProgram(program) { -- if (--program.usedTimes === 0) { -+ -+ function releaseProgram( program ) { -+ -+ if ( -- program.usedTimes === 0 ) { -+ - // Remove from unordered set -- const i = programs.indexOf(program); -- programs[i] = programs[programs.length - 1]; -+ const i = programs.indexOf( program ); -+ programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Free WebGL resources - program.destroy(); -+ - } -+ - } -- function releaseShaderCache(material) { -- _customShaders.remove(material); -+ -+ function releaseShaderCache( material ) { -+ -+ _customShaders.remove( material ); -+ - } -+ - function dispose() { -+ - _customShaders.dispose(); -+ - } -+ - return { - getParameters: getParameters, - getProgramCacheKey: getProgramCacheKey, -@@ -13037,74 +19863,129 @@ - programs: programs, - dispose: dispose - }; -+ - } - - function WebGLProperties() { -+ - let properties = new WeakMap(); -- function get(object) { -- let map = properties.get(object); -- if (map === undefined) { -+ -+ function get( object ) { -+ -+ let map = properties.get( object ); -+ -+ if ( map === undefined ) { -+ - map = {}; -- properties.set(object, map); -+ properties.set( object, map ); -+ - } -+ - return map; -+ - } -- function remove(object) { -- properties.delete(object); -+ -+ function remove( object ) { -+ -+ properties.delete( object ); -+ - } -- function update(object, key, value) { -- properties.get(object)[key] = value; -+ -+ function update( object, key, value ) { -+ -+ properties.get( object )[ key ] = value; -+ - } -+ - function dispose() { -+ - properties = new WeakMap(); -+ - } -+ - return { - get: get, - remove: remove, - update: update, - dispose: dispose - }; -+ - } - -- function painterSortStable(a, b) { -- if (a.groupOrder !== b.groupOrder) { -+ function painterSortStable( a, b ) { -+ -+ if ( a.groupOrder !== b.groupOrder ) { -+ - return a.groupOrder - b.groupOrder; -- } else if (a.renderOrder !== b.renderOrder) { -+ -+ } else if ( a.renderOrder !== b.renderOrder ) { -+ - return a.renderOrder - b.renderOrder; -- } else if (a.material.id !== b.material.id) { -+ -+ } else if ( a.material.id !== b.material.id ) { -+ - return a.material.id - b.material.id; -- } else if (a.z !== b.z) { -+ -+ } else if ( a.z !== b.z ) { -+ - return a.z - b.z; -+ - } else { -+ - return a.id - b.id; -+ - } -+ - } -- function reversePainterSortStable(a, b) { -- if (a.groupOrder !== b.groupOrder) { -+ -+ function reversePainterSortStable( a, b ) { -+ -+ if ( a.groupOrder !== b.groupOrder ) { -+ - return a.groupOrder - b.groupOrder; -- } else if (a.renderOrder !== b.renderOrder) { -+ -+ } else if ( a.renderOrder !== b.renderOrder ) { -+ - return a.renderOrder - b.renderOrder; -- } else if (a.z !== b.z) { -+ -+ } else if ( a.z !== b.z ) { -+ - return b.z - a.z; -+ - } else { -+ - return a.id - b.id; -+ - } -+ - } -+ -+ - function WebGLRenderList() { -+ - const renderItems = []; - let renderItemsIndex = 0; -+ - const opaque = []; - const transmissive = []; - const transparent = []; -+ - function init() { -+ - renderItemsIndex = 0; -+ - opaque.length = 0; - transmissive.length = 0; - transparent.length = 0; -+ - } -- function getNextRenderItem(object, geometry, material, groupOrder, z, group) { -- let renderItem = renderItems[renderItemsIndex]; -- if (renderItem === undefined) { -+ -+ function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { -+ -+ let renderItem = renderItems[ renderItemsIndex ]; -+ -+ if ( renderItem === undefined ) { -+ - renderItem = { - id: object.id, - object: object, -@@ -13115,8 +19996,11 @@ - z: z, - group: group - }; -- renderItems[renderItemsIndex] = renderItem; -+ -+ renderItems[ renderItemsIndex ] = renderItem; -+ - } else { -+ - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; -@@ -13125,101 +20009,170 @@ - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; -+ - } -- renderItemsIndex++; -+ -+ renderItemsIndex ++; -+ - return renderItem; -+ - } -- function push(object, geometry, material, groupOrder, z, group) { -- const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group); -- if (material.transmission > 0.0) { -- transmissive.push(renderItem); -- } else if (material.transparent === true) { -- transparent.push(renderItem); -+ -+ function push( object, geometry, material, groupOrder, z, group ) { -+ -+ const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); -+ -+ if ( material.transmission > 0.0 ) { -+ -+ transmissive.push( renderItem ); -+ -+ } else if ( material.transparent === true ) { -+ -+ transparent.push( renderItem ); -+ - } else { -- opaque.push(renderItem); -+ -+ opaque.push( renderItem ); -+ - } -+ - } -- function unshift(object, geometry, material, groupOrder, z, group) { -- const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group); -- if (material.transmission > 0.0) { -- transmissive.unshift(renderItem); -- } else if (material.transparent === true) { -- transparent.unshift(renderItem); -+ -+ function unshift( object, geometry, material, groupOrder, z, group ) { -+ -+ const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); -+ -+ if ( material.transmission > 0.0 ) { -+ -+ transmissive.unshift( renderItem ); -+ -+ } else if ( material.transparent === true ) { -+ -+ transparent.unshift( renderItem ); -+ - } else { -- opaque.unshift(renderItem); -+ -+ opaque.unshift( renderItem ); -+ - } -+ - } -- function sort(customOpaqueSort, customTransparentSort) { -- if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable); -- if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable); -- if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable); -+ -+ function sort( customOpaqueSort, customTransparentSort ) { -+ -+ if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); -+ if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); -+ if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); -+ - } -+ - function finish() { -+ - // Clear references from inactive renderItems in the list - -- for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) { -- const renderItem = renderItems[i]; -- if (renderItem.id === null) break; -+ for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { -+ -+ const renderItem = renderItems[ i ]; -+ -+ if ( renderItem.id === null ) break; -+ - renderItem.id = null; - renderItem.object = null; - renderItem.geometry = null; - renderItem.material = null; - renderItem.group = null; -+ - } -+ - } -+ - return { -+ - opaque: opaque, - transmissive: transmissive, - transparent: transparent, -+ - init: init, - push: push, - unshift: unshift, - finish: finish, -+ - sort: sort - }; -+ - } -+ - function WebGLRenderLists() { -+ - let lists = new WeakMap(); -- function get(scene, renderCallDepth) { -- const listArray = lists.get(scene); -+ -+ function get( scene, renderCallDepth ) { -+ -+ const listArray = lists.get( scene ); - let list; -- if (listArray === undefined) { -+ -+ if ( listArray === undefined ) { -+ - list = new WebGLRenderList(); -- lists.set(scene, [list]); -+ lists.set( scene, [ list ] ); -+ - } else { -- if (renderCallDepth >= listArray.length) { -+ -+ if ( renderCallDepth >= listArray.length ) { -+ - list = new WebGLRenderList(); -- listArray.push(list); -+ listArray.push( list ); -+ - } else { -- list = listArray[renderCallDepth]; -+ -+ list = listArray[ renderCallDepth ]; -+ - } -+ - } -+ - return list; -+ - } -+ - function dispose() { -+ - lists = new WeakMap(); -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - - function UniformsCache() { -+ - const lights = {}; -+ - return { -- get: function (light) { -- if (lights[light.id] !== undefined) { -- return lights[light.id]; -+ -+ get: function ( light ) { -+ -+ if ( lights[ light.id ] !== undefined ) { -+ -+ return lights[ light.id ]; -+ - } -+ - let uniforms; -- switch (light.type) { -+ -+ switch ( light.type ) { -+ - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color() - }; - break; -+ - case 'SpotLight': - uniforms = { - position: new Vector3(), -@@ -13231,6 +20184,7 @@ - decay: 0 - }; - break; -+ - case 'PointLight': - uniforms = { - position: new Vector3(), -@@ -13239,6 +20193,7 @@ - decay: 0 - }; - break; -+ - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), -@@ -13246,6 +20201,7 @@ - groundColor: new Color() - }; - break; -+ - case 'RectAreaLight': - uniforms = { - color: new Color(), -@@ -13254,21 +20210,37 @@ - halfHeight: new Vector3() - }; - break; -+ - } -- lights[light.id] = uniforms; -+ -+ lights[ light.id ] = uniforms; -+ - return uniforms; -+ - } -+ - }; -+ - } -+ - function ShadowUniformsCache() { -+ - const lights = {}; -+ - return { -- get: function (light) { -- if (lights[light.id] !== undefined) { -- return lights[light.id]; -+ -+ get: function ( light ) { -+ -+ if ( lights[ light.id ] !== undefined ) { -+ -+ return lights[ light.id ]; -+ - } -+ - let uniforms; -- switch (light.type) { -+ -+ switch ( light.type ) { -+ - case 'DirectionalLight': - uniforms = { - shadowBias: 0, -@@ -13277,6 +20249,7 @@ - shadowMapSize: new Vector2() - }; - break; -+ - case 'SpotLight': - uniforms = { - shadowBias: 0, -@@ -13285,6 +20258,7 @@ - shadowMapSize: new Vector2() - }; - break; -+ - case 'PointLight': - uniforms = { - shadowBias: 0, -@@ -13297,34 +20271,53 @@ - break; - - // TODO (abelnation): set RectAreaLight shadow uniforms -+ - } - -- lights[light.id] = uniforms; -+ lights[ light.id ] = uniforms; -+ - return uniforms; -+ - } -+ - }; -+ - } -+ -+ -+ - let nextVersion = 0; -- function shadowCastingAndTexturingLightsFirst(lightA, lightB) { -- return (lightB.castShadow ? 2 : 0) - (lightA.castShadow ? 2 : 0) + (lightB.map ? 1 : 0) - (lightA.map ? 1 : 0); -+ -+ function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { -+ -+ return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); -+ - } -- function WebGLLights(extensions, capabilities) { -+ -+ function WebGLLights( extensions, capabilities ) { -+ - const cache = new UniformsCache(); -+ - const shadowCache = ShadowUniformsCache(); -+ - const state = { -+ - version: 0, -+ - hash: { -- directionalLength: -1, -- pointLength: -1, -- spotLength: -1, -- rectAreaLength: -1, -- hemiLength: -1, -- numDirectionalShadows: -1, -- numPointShadows: -1, -- numSpotShadows: -1, -- numSpotMaps: -1 -+ directionalLength: - 1, -+ pointLength: - 1, -+ spotLength: - 1, -+ rectAreaLength: - 1, -+ hemiLength: - 1, -+ -+ numDirectionalShadows: - 1, -+ numPointShadows: - 1, -+ numSpotShadows: - 1, -+ numSpotMaps: - 1 - }, -- ambient: [0, 0, 0], -+ -+ ambient: [ 0, 0, 0 ], - probe: [], - directional: [], - directionalShadow: [], -@@ -13344,21 +20337,27 @@ - pointShadowMatrix: [], - hemi: [], - numSpotLightShadowsWithMaps: 0 -+ - }; -- for (let i = 0; i < 9; i++) state.probe.push(new Vector3()); -+ -+ for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); -+ - const vector3 = new Vector3(); - const matrix4 = new Matrix4(); - const matrix42 = new Matrix4(); -- function setup(lights, physicallyCorrectLights) { -- let r = 0, -- g = 0, -- b = 0; -- for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0); -+ -+ function setup( lights, physicallyCorrectLights ) { -+ -+ let r = 0, g = 0, b = 0; -+ -+ for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); -+ - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; -+ - let numDirectionalShadows = 0; - let numPointShadows = 0; - let numSpotShadows = 0; -@@ -13366,138 +20365,230 @@ - let numSpotShadowsWithMaps = 0; - - // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] -- lights.sort(shadowCastingAndTexturingLightsFirst); -+ lights.sort( shadowCastingAndTexturingLightsFirst ); - - // artist-friendly light intensity scaling factor -- const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1; -- for (let i = 0, l = lights.length; i < l; i++) { -- const light = lights[i]; -+ const scaleFactor = ( physicallyCorrectLights !== true ) ? Math.PI : 1; -+ -+ for ( let i = 0, l = lights.length; i < l; i ++ ) { -+ -+ const light = lights[ i ]; -+ - const color = light.color; - const intensity = light.intensity; - const distance = light.distance; -- const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null; -- if (light.isAmbientLight) { -+ -+ const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; -+ -+ if ( light.isAmbientLight ) { -+ - r += color.r * intensity * scaleFactor; - g += color.g * intensity * scaleFactor; - b += color.b * intensity * scaleFactor; -- } else if (light.isLightProbe) { -- for (let j = 0; j < 9; j++) { -- state.probe[j].addScaledVector(light.sh.coefficients[j], intensity); -- } -- } else if (light.isDirectionalLight) { -- const uniforms = cache.get(light); -- uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor); -- if (light.castShadow) { -+ -+ } else if ( light.isLightProbe ) { -+ -+ for ( let j = 0; j < 9; j ++ ) { -+ -+ state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); -+ -+ } -+ -+ } else if ( light.isDirectionalLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); -+ -+ if ( light.castShadow ) { -+ - const shadow = light.shadow; -- const shadowUniforms = shadowCache.get(light); -+ -+ const shadowUniforms = shadowCache.get( light ); -+ - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; -- state.directionalShadow[directionalLength] = shadowUniforms; -- state.directionalShadowMap[directionalLength] = shadowMap; -- state.directionalShadowMatrix[directionalLength] = light.shadow.matrix; -- numDirectionalShadows++; -- } -- state.directional[directionalLength] = uniforms; -- directionalLength++; -- } else if (light.isSpotLight) { -- const uniforms = cache.get(light); -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor); -+ -+ state.directionalShadow[ directionalLength ] = shadowUniforms; -+ state.directionalShadowMap[ directionalLength ] = shadowMap; -+ state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; -+ -+ numDirectionalShadows ++; -+ -+ } -+ -+ state.directional[ directionalLength ] = uniforms; -+ -+ directionalLength ++; -+ -+ } else if ( light.isSpotLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ -+ uniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor ); - uniforms.distance = distance; -- uniforms.coneCos = Math.cos(light.angle); -- uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra)); -+ -+ uniforms.coneCos = Math.cos( light.angle ); -+ uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = light.decay; -- state.spot[spotLength] = uniforms; -+ -+ state.spot[ spotLength ] = uniforms; -+ - const shadow = light.shadow; -- if (light.map) { -- state.spotLightMap[numSpotMaps] = light.map; -- numSpotMaps++; -+ -+ if ( light.map ) { -+ -+ state.spotLightMap[ numSpotMaps ] = light.map; -+ numSpotMaps ++; - - // make sure the lightMatrix is up to date - // TODO : do it if required only -- shadow.updateMatrices(light); -- if (light.castShadow) numSpotShadowsWithMaps++; -+ shadow.updateMatrices( light ); -+ -+ if ( light.castShadow ) numSpotShadowsWithMaps ++; -+ - } -- state.spotLightMatrix[spotLength] = shadow.matrix; -- if (light.castShadow) { -- const shadowUniforms = shadowCache.get(light); -+ -+ state.spotLightMatrix[ spotLength ] = shadow.matrix; -+ -+ if ( light.castShadow ) { -+ -+ const shadowUniforms = shadowCache.get( light ); -+ - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; -- state.spotShadow[spotLength] = shadowUniforms; -- state.spotShadowMap[spotLength] = shadowMap; -- numSpotShadows++; -- } -- spotLength++; -- } else if (light.isRectAreaLight) { -- const uniforms = cache.get(light); -- uniforms.color.copy(color).multiplyScalar(intensity); -- uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0); -- uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0); -- state.rectArea[rectAreaLength] = uniforms; -- rectAreaLength++; -- } else if (light.isPointLight) { -- const uniforms = cache.get(light); -- uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor); -+ -+ state.spotShadow[ spotLength ] = shadowUniforms; -+ state.spotShadowMap[ spotLength ] = shadowMap; -+ -+ numSpotShadows ++; -+ -+ } -+ -+ spotLength ++; -+ -+ } else if ( light.isRectAreaLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.color.copy( color ).multiplyScalar( intensity ); -+ -+ uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); -+ uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); -+ -+ state.rectArea[ rectAreaLength ] = uniforms; -+ -+ rectAreaLength ++; -+ -+ } else if ( light.isPointLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); - uniforms.distance = light.distance; - uniforms.decay = light.decay; -- if (light.castShadow) { -+ -+ if ( light.castShadow ) { -+ - const shadow = light.shadow; -- const shadowUniforms = shadowCache.get(light); -+ -+ const shadowUniforms = shadowCache.get( light ); -+ - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - shadowUniforms.shadowCameraNear = shadow.camera.near; - shadowUniforms.shadowCameraFar = shadow.camera.far; -- state.pointShadow[pointLength] = shadowUniforms; -- state.pointShadowMap[pointLength] = shadowMap; -- state.pointShadowMatrix[pointLength] = light.shadow.matrix; -- numPointShadows++; -- } -- state.point[pointLength] = uniforms; -- pointLength++; -- } else if (light.isHemisphereLight) { -- const uniforms = cache.get(light); -- uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor); -- uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor); -- state.hemi[hemiLength] = uniforms; -- hemiLength++; -- } -- } -- if (rectAreaLength > 0) { -- if (capabilities.isWebGL2) { -+ -+ state.pointShadow[ pointLength ] = shadowUniforms; -+ state.pointShadowMap[ pointLength ] = shadowMap; -+ state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; -+ -+ numPointShadows ++; -+ -+ } -+ -+ state.point[ pointLength ] = uniforms; -+ -+ pointLength ++; -+ -+ } else if ( light.isHemisphereLight ) { -+ -+ const uniforms = cache.get( light ); -+ -+ uniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor ); -+ uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor ); -+ -+ state.hemi[ hemiLength ] = uniforms; -+ -+ hemiLength ++; -+ -+ } -+ -+ } -+ -+ if ( rectAreaLength > 0 ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ - // WebGL 2 - - state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; - state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; -+ - } else { -+ - // WebGL 1 - -- if (extensions.has('OES_texture_float_linear') === true) { -+ if ( extensions.has( 'OES_texture_float_linear' ) === true ) { -+ - state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; - state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; -- } else if (extensions.has('OES_texture_half_float_linear') === true) { -+ -+ } else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) { -+ - state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; - state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; -+ - } else { -- console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.'); -+ -+ console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' ); -+ - } -+ - } -+ - } -- state.ambient[0] = r; -- state.ambient[1] = g; -- state.ambient[2] = b; -+ -+ state.ambient[ 0 ] = r; -+ state.ambient[ 1 ] = g; -+ state.ambient[ 2 ] = b; -+ - const hash = state.hash; -- if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows || hash.numSpotMaps !== numSpotMaps) { -+ -+ if ( hash.directionalLength !== directionalLength || -+ hash.pointLength !== pointLength || -+ hash.spotLength !== spotLength || -+ hash.rectAreaLength !== rectAreaLength || -+ hash.hemiLength !== hemiLength || -+ hash.numDirectionalShadows !== numDirectionalShadows || -+ hash.numPointShadows !== numPointShadows || -+ hash.numSpotShadows !== numSpotShadows || -+ hash.numSpotMaps !== numSpotMaps ) { -+ - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; -+ - state.directionalShadow.length = numDirectionalShadows; - state.directionalShadowMap.length = numDirectionalShadows; - state.pointShadow.length = numPointShadows; -@@ -13509,326 +20600,513 @@ - state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; - state.spotLightMap.length = numSpotMaps; - state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; -+ - hash.directionalLength = directionalLength; - hash.pointLength = pointLength; - hash.spotLength = spotLength; - hash.rectAreaLength = rectAreaLength; - hash.hemiLength = hemiLength; -+ - hash.numDirectionalShadows = numDirectionalShadows; - hash.numPointShadows = numPointShadows; - hash.numSpotShadows = numSpotShadows; - hash.numSpotMaps = numSpotMaps; -- state.version = nextVersion++; -+ -+ state.version = nextVersion ++; -+ - } -+ - } -- function setupView(lights, camera) { -+ -+ function setupView( lights, camera ) { -+ - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; -+ - const viewMatrix = camera.matrixWorldInverse; -- for (let i = 0, l = lights.length; i < l; i++) { -- const light = lights[i]; -- if (light.isDirectionalLight) { -- const uniforms = state.directional[directionalLength]; -- uniforms.direction.setFromMatrixPosition(light.matrixWorld); -- vector3.setFromMatrixPosition(light.target.matrixWorld); -- uniforms.direction.sub(vector3); -- uniforms.direction.transformDirection(viewMatrix); -- directionalLength++; -- } else if (light.isSpotLight) { -- const uniforms = state.spot[spotLength]; -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.position.applyMatrix4(viewMatrix); -- uniforms.direction.setFromMatrixPosition(light.matrixWorld); -- vector3.setFromMatrixPosition(light.target.matrixWorld); -- uniforms.direction.sub(vector3); -- uniforms.direction.transformDirection(viewMatrix); -- spotLength++; -- } else if (light.isRectAreaLight) { -- const uniforms = state.rectArea[rectAreaLength]; -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.position.applyMatrix4(viewMatrix); -+ -+ for ( let i = 0, l = lights.length; i < l; i ++ ) { -+ -+ const light = lights[ i ]; -+ -+ if ( light.isDirectionalLight ) { -+ -+ const uniforms = state.directional[ directionalLength ]; -+ -+ uniforms.direction.setFromMatrixPosition( light.matrixWorld ); -+ vector3.setFromMatrixPosition( light.target.matrixWorld ); -+ uniforms.direction.sub( vector3 ); -+ uniforms.direction.transformDirection( viewMatrix ); -+ -+ directionalLength ++; -+ -+ } else if ( light.isSpotLight ) { -+ -+ const uniforms = state.spot[ spotLength ]; -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.position.applyMatrix4( viewMatrix ); -+ -+ uniforms.direction.setFromMatrixPosition( light.matrixWorld ); -+ vector3.setFromMatrixPosition( light.target.matrixWorld ); -+ uniforms.direction.sub( vector3 ); -+ uniforms.direction.transformDirection( viewMatrix ); -+ -+ spotLength ++; -+ -+ } else if ( light.isRectAreaLight ) { -+ -+ const uniforms = state.rectArea[ rectAreaLength ]; -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.position.applyMatrix4( viewMatrix ); - - // extract local rotation of light to derive width/height half vectors - matrix42.identity(); -- matrix4.copy(light.matrixWorld); -- matrix4.premultiply(viewMatrix); -- matrix42.extractRotation(matrix4); -- uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0); -- uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0); -- uniforms.halfWidth.applyMatrix4(matrix42); -- uniforms.halfHeight.applyMatrix4(matrix42); -- rectAreaLength++; -- } else if (light.isPointLight) { -- const uniforms = state.point[pointLength]; -- uniforms.position.setFromMatrixPosition(light.matrixWorld); -- uniforms.position.applyMatrix4(viewMatrix); -- pointLength++; -- } else if (light.isHemisphereLight) { -- const uniforms = state.hemi[hemiLength]; -- uniforms.direction.setFromMatrixPosition(light.matrixWorld); -- uniforms.direction.transformDirection(viewMatrix); -- hemiLength++; -+ matrix4.copy( light.matrixWorld ); -+ matrix4.premultiply( viewMatrix ); -+ matrix42.extractRotation( matrix4 ); -+ -+ uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); -+ uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); -+ -+ uniforms.halfWidth.applyMatrix4( matrix42 ); -+ uniforms.halfHeight.applyMatrix4( matrix42 ); -+ -+ rectAreaLength ++; -+ -+ } else if ( light.isPointLight ) { -+ -+ const uniforms = state.point[ pointLength ]; -+ -+ uniforms.position.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.position.applyMatrix4( viewMatrix ); -+ -+ pointLength ++; -+ -+ } else if ( light.isHemisphereLight ) { -+ -+ const uniforms = state.hemi[ hemiLength ]; -+ -+ uniforms.direction.setFromMatrixPosition( light.matrixWorld ); -+ uniforms.direction.transformDirection( viewMatrix ); -+ -+ hemiLength ++; -+ - } -+ - } -+ - } -+ - return { - setup: setup, - setupView: setupView, - state: state - }; -+ - } - -- function WebGLRenderState(extensions, capabilities) { -- const lights = new WebGLLights(extensions, capabilities); -+ function WebGLRenderState( extensions, capabilities ) { -+ -+ const lights = new WebGLLights( extensions, capabilities ); -+ - const lightsArray = []; - const shadowsArray = []; -+ - function init() { -+ - lightsArray.length = 0; - shadowsArray.length = 0; -+ - } -- function pushLight(light) { -- lightsArray.push(light); -+ -+ function pushLight( light ) { -+ -+ lightsArray.push( light ); -+ - } -- function pushShadow(shadowLight) { -- shadowsArray.push(shadowLight); -+ -+ function pushShadow( shadowLight ) { -+ -+ shadowsArray.push( shadowLight ); -+ - } -- function setupLights(physicallyCorrectLights) { -- lights.setup(lightsArray, physicallyCorrectLights); -+ -+ function setupLights( physicallyCorrectLights ) { -+ -+ lights.setup( lightsArray, physicallyCorrectLights ); -+ - } -- function setupLightsView(camera) { -- lights.setupView(lightsArray, camera); -+ -+ function setupLightsView( camera ) { -+ -+ lights.setupView( lightsArray, camera ); -+ - } -+ - const state = { - lightsArray: lightsArray, - shadowsArray: shadowsArray, -+ - lights: lights - }; -+ - return { - init: init, - state: state, - setupLights: setupLights, - setupLightsView: setupLightsView, -+ - pushLight: pushLight, - pushShadow: pushShadow - }; -+ - } -- function WebGLRenderStates(extensions, capabilities) { -+ -+ function WebGLRenderStates( extensions, capabilities ) { -+ - let renderStates = new WeakMap(); -- function get(scene, renderCallDepth = 0) { -- const renderStateArray = renderStates.get(scene); -+ -+ function get( scene, renderCallDepth = 0 ) { -+ -+ const renderStateArray = renderStates.get( scene ); - let renderState; -- if (renderStateArray === undefined) { -- renderState = new WebGLRenderState(extensions, capabilities); -- renderStates.set(scene, [renderState]); -+ -+ if ( renderStateArray === undefined ) { -+ -+ renderState = new WebGLRenderState( extensions, capabilities ); -+ renderStates.set( scene, [ renderState ] ); -+ - } else { -- if (renderCallDepth >= renderStateArray.length) { -- renderState = new WebGLRenderState(extensions, capabilities); -- renderStateArray.push(renderState); -+ -+ if ( renderCallDepth >= renderStateArray.length ) { -+ -+ renderState = new WebGLRenderState( extensions, capabilities ); -+ renderStateArray.push( renderState ); -+ - } else { -- renderState = renderStateArray[renderCallDepth]; -+ -+ renderState = renderStateArray[ renderCallDepth ]; -+ - } -+ - } -+ - return renderState; -+ - } -+ - function dispose() { -+ - renderStates = new WeakMap(); -+ - } -+ - return { - get: get, - dispose: dispose - }; -+ - } - - class MeshDepthMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshDepthMaterial = true; -+ - this.type = 'MeshDepthMaterial'; -+ - this.depthPacking = BasicDepthPacking; -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.depthPacking = source.depthPacking; -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; -+ - return this; -+ - } -+ - } - - class MeshDistanceMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshDistanceMaterial = true; -+ - this.type = 'MeshDistanceMaterial'; -+ - this.referencePosition = new Vector3(); - this.nearDistance = 1; - this.farDistance = 1000; -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.referencePosition.copy(source.referencePosition); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.referencePosition.copy( source.referencePosition ); - this.nearDistance = source.nearDistance; - this.farDistance = source.farDistance; -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - return this; -+ - } -+ - } - - const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; -+ - const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; - -- function WebGLShadowMap(_renderer, _objects, _capabilities) { -+ function WebGLShadowMap( _renderer, _objects, _capabilities ) { -+ - let _frustum = new Frustum(); -+ - const _shadowMapSize = new Vector2(), - _viewportSize = new Vector2(), -+ - _viewport = new Vector4(), -- _depthMaterial = new MeshDepthMaterial({ -- depthPacking: RGBADepthPacking -- }), -+ -+ _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ), - _distanceMaterial = new MeshDistanceMaterial(), -+ - _materialCache = {}, -+ - _maxTextureSize = _capabilities.maxTextureSize; -- const shadowSide = { -- 0: BackSide, -- 1: FrontSide, -- 2: DoubleSide -- }; -- const shadowMaterialVertical = new ShaderMaterial({ -+ -+ const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide, [ TwoPassDoubleSide ]: DoubleSide }; -+ -+ const shadowMaterialVertical = new ShaderMaterial( { - defines: { - VSM_SAMPLES: 8 - }, - uniforms: { -- shadow_pass: { -- value: null -- }, -- resolution: { -- value: new Vector2() -- }, -- radius: { -- value: 4.0 -- } -+ shadow_pass: { value: null }, -+ resolution: { value: new Vector2() }, -+ radius: { value: 4.0 } - }, -+ - vertexShader: vertex, - fragmentShader: fragment -- }); -+ -+ } ); -+ - const shadowMaterialHorizontal = shadowMaterialVertical.clone(); - shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; -+ - const fullScreenTri = new BufferGeometry(); -- fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3)); -- const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical); -+ fullScreenTri.setAttribute( -+ 'position', -+ new BufferAttribute( -+ new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), -+ 3 -+ ) -+ ); -+ -+ const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); -+ - const scope = this; -+ - this.enabled = false; -+ - this.autoUpdate = true; - this.needsUpdate = false; -+ - this.type = PCFShadowMap; -- this.render = function (lights, scene, camera) { -- if (scope.enabled === false) return; -- if (scope.autoUpdate === false && scope.needsUpdate === false) return; -- if (lights.length === 0) return; -+ -+ this.render = function ( lights, scene, camera ) { -+ -+ if ( scope.enabled === false ) return; -+ if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; -+ -+ if ( lights.length === 0 ) return; -+ - const currentRenderTarget = _renderer.getRenderTarget(); - const activeCubeFace = _renderer.getActiveCubeFace(); - const activeMipmapLevel = _renderer.getActiveMipmapLevel(); -+ - const _state = _renderer.state; - - // Set GL state for depth map. -- _state.setBlending(NoBlending); -- _state.buffers.color.setClear(1, 1, 1, 1); -- _state.buffers.depth.setTest(true); -- _state.setScissorTest(false); -+ _state.setBlending( NoBlending ); -+ _state.buffers.color.setClear( 1, 1, 1, 1 ); -+ _state.buffers.depth.setTest( true ); -+ _state.setScissorTest( false ); - - // render depth map - -- for (let i = 0, il = lights.length; i < il; i++) { -- const light = lights[i]; -+ for ( let i = 0, il = lights.length; i < il; i ++ ) { -+ -+ const light = lights[ i ]; - const shadow = light.shadow; -- if (shadow === undefined) { -- console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.'); -+ -+ if ( shadow === undefined ) { -+ -+ console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; -+ - } -- if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue; -- _shadowMapSize.copy(shadow.mapSize); -+ -+ if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; -+ -+ _shadowMapSize.copy( shadow.mapSize ); -+ - const shadowFrameExtents = shadow.getFrameExtents(); -- _shadowMapSize.multiply(shadowFrameExtents); -- _viewportSize.copy(shadow.mapSize); -- if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) { -- if (_shadowMapSize.x > _maxTextureSize) { -- _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x); -+ -+ _shadowMapSize.multiply( shadowFrameExtents ); -+ -+ _viewportSize.copy( shadow.mapSize ); -+ -+ if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { -+ -+ if ( _shadowMapSize.x > _maxTextureSize ) { -+ -+ _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); - _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; - shadow.mapSize.x = _viewportSize.x; -+ - } -- if (_shadowMapSize.y > _maxTextureSize) { -- _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y); -+ -+ if ( _shadowMapSize.y > _maxTextureSize ) { -+ -+ _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); - _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; - shadow.mapSize.y = _viewportSize.y; -+ - } -+ - } -- if (shadow.map === null) { -- const pars = this.type !== VSMShadowMap ? { -- minFilter: NearestFilter, -- magFilter: NearestFilter -- } : {}; -- shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars); -+ -+ if ( shadow.map === null ) { -+ -+ const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {}; -+ -+ shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + '.shadowMap'; -+ - shadow.camera.updateProjectionMatrix(); -+ - } -- _renderer.setRenderTarget(shadow.map); -+ -+ _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); -+ - const viewportCount = shadow.getViewportCount(); -- for (let vp = 0; vp < viewportCount; vp++) { -- const viewport = shadow.getViewport(vp); -- _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w); -- _state.viewport(_viewport); -- shadow.updateMatrices(light, vp); -+ -+ for ( let vp = 0; vp < viewportCount; vp ++ ) { -+ -+ const viewport = shadow.getViewport( vp ); -+ -+ _viewport.set( -+ _viewportSize.x * viewport.x, -+ _viewportSize.y * viewport.y, -+ _viewportSize.x * viewport.z, -+ _viewportSize.y * viewport.w -+ ); -+ -+ _state.viewport( _viewport ); -+ -+ shadow.updateMatrices( light, vp ); -+ - _frustum = shadow.getFrustum(); -- renderObject(scene, camera, shadow.camera, light, this.type); -+ -+ renderObject( scene, camera, shadow.camera, light, this.type ); -+ - } - - // do blur pass for VSM - -- if (shadow.isPointLightShadow !== true && this.type === VSMShadowMap) { -- VSMPass(shadow, camera); -+ if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { -+ -+ VSMPass( shadow, camera ); -+ - } -+ - shadow.needsUpdate = false; -+ - } -+ - scope.needsUpdate = false; -- _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel); -+ -+ _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); -+ - }; -- function VSMPass(shadow, camera) { -- const geometry = _objects.update(fullScreenMesh); -- if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) { -+ -+ function VSMPass( shadow, camera ) { -+ -+ const geometry = _objects.update( fullScreenMesh ); -+ -+ if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { -+ - shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; - shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; -+ - shadowMaterialVertical.needsUpdate = true; - shadowMaterialHorizontal.needsUpdate = true; -+ - } -- if (shadow.mapPass === null) { -- shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y); -+ -+ if ( shadow.mapPass === null ) { -+ -+ shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); -+ - } - - // vertical pass -@@ -13836,209 +21114,358 @@ - shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; - shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; - shadowMaterialVertical.uniforms.radius.value = shadow.radius; -- _renderer.setRenderTarget(shadow.mapPass); -+ _renderer.setRenderTarget( shadow.mapPass ); - _renderer.clear(); -- _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); -+ _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); - - // horizontal pass - - shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; - shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; - shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; -- _renderer.setRenderTarget(shadow.map); -+ _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); -- _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null); -+ _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); -+ - } -- function getDepthMaterial(object, material, light, shadowCameraNear, shadowCameraFar, type) { -+ -+ function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) { -+ - let result = null; -- const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial; -- if (customMaterial !== undefined) { -+ -+ const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; -+ -+ if ( customMaterial !== undefined ) { -+ - result = customMaterial; -+ - } else { -- result = light.isPointLight === true ? _distanceMaterial : _depthMaterial; -- if (_renderer.localClippingEnabled && material.clipShadows === true && Array.isArray(material.clippingPlanes) && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0 || material.map && material.alphaTest > 0) { -+ -+ result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; -+ -+ if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || -+ ( material.displacementMap && material.displacementScale !== 0 ) || -+ ( material.alphaMap && material.alphaTest > 0 ) || -+ ( material.map && material.alphaTest > 0 ) ) { -+ - // in this case we need a unique material instance reflecting the - // appropriate state - -- const keyA = result.uuid, -- keyB = material.uuid; -- let materialsForVariant = _materialCache[keyA]; -- if (materialsForVariant === undefined) { -+ const keyA = result.uuid, keyB = material.uuid; -+ -+ let materialsForVariant = _materialCache[ keyA ]; -+ -+ if ( materialsForVariant === undefined ) { -+ - materialsForVariant = {}; -- _materialCache[keyA] = materialsForVariant; -+ _materialCache[ keyA ] = materialsForVariant; -+ - } -- let cachedMaterial = materialsForVariant[keyB]; -- if (cachedMaterial === undefined) { -+ -+ let cachedMaterial = materialsForVariant[ keyB ]; -+ -+ if ( cachedMaterial === undefined ) { -+ - cachedMaterial = result.clone(); -- materialsForVariant[keyB] = cachedMaterial; -+ materialsForVariant[ keyB ] = cachedMaterial; -+ - } -+ - result = cachedMaterial; -+ - } -+ - } -+ - result.visible = material.visible; - result.wireframe = material.wireframe; -- if (type === VSMShadowMap) { -- result.side = material.shadowSide !== null ? material.shadowSide : material.side; -+ -+ if ( type === VSMShadowMap ) { -+ -+ result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; -+ - } else { -- result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side]; -+ -+ result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; -+ - } -+ - result.alphaMap = material.alphaMap; - result.alphaTest = material.alphaTest; - result.map = material.map; -+ - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; - result.clipIntersection = material.clipIntersection; -+ - result.displacementMap = material.displacementMap; - result.displacementScale = material.displacementScale; - result.displacementBias = material.displacementBias; -+ - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; -- if (light.isPointLight === true && result.isMeshDistanceMaterial === true) { -- result.referencePosition.setFromMatrixPosition(light.matrixWorld); -+ -+ if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { -+ -+ result.referencePosition.setFromMatrixPosition( light.matrixWorld ); - result.nearDistance = shadowCameraNear; - result.farDistance = shadowCameraFar; -+ - } -+ - return result; -+ - } -- function renderObject(object, camera, shadowCamera, light, type) { -- if (object.visible === false) return; -- const visible = object.layers.test(camera.layers); -- if (visible && (object.isMesh || object.isLine || object.isPoints)) { -- if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) { -- object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld); -- const geometry = _objects.update(object); -+ -+ function renderObject( object, camera, shadowCamera, light, type ) { -+ -+ if ( object.visible === false ) return; -+ -+ const visible = object.layers.test( camera.layers ); -+ -+ if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { -+ -+ if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { -+ -+ object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); -+ -+ const geometry = _objects.update( object ); - const material = object.material; -- if (Array.isArray(material)) { -+ -+ if ( Array.isArray( material ) ) { -+ - const groups = geometry.groups; -- for (let k = 0, kl = groups.length; k < kl; k++) { -- const group = groups[k]; -- const groupMaterial = material[group.materialIndex]; -- if (groupMaterial && groupMaterial.visible) { -- const depthMaterial = getDepthMaterial(object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type); -- _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group); -+ -+ for ( let k = 0, kl = groups.length; k < kl; k ++ ) { -+ -+ const group = groups[ k ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ if ( groupMaterial && groupMaterial.visible ) { -+ -+ const depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type ); -+ -+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); -+ - } -+ - } -- } else if (material.visible) { -- const depthMaterial = getDepthMaterial(object, material, light, shadowCamera.near, shadowCamera.far, type); -- _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null); -+ -+ } else if ( material.visible ) { -+ -+ const depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type ); -+ -+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); -+ - } -+ - } -+ - } -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- renderObject(children[i], camera, shadowCamera, light, type); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ renderObject( children[ i ], camera, shadowCamera, light, type ); -+ - } -+ - } -+ - } - -- function WebGLState(gl, extensions, capabilities) { -+ function WebGLState( gl, extensions, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -+ - function ColorBuffer() { -+ - let locked = false; -+ - const color = new Vector4(); - let currentColorMask = null; -- const currentColorClear = new Vector4(0, 0, 0, 0); -+ const currentColorClear = new Vector4( 0, 0, 0, 0 ); -+ - return { -- setMask: function (colorMask) { -- if (currentColorMask !== colorMask && !locked) { -- gl.colorMask(colorMask, colorMask, colorMask, colorMask); -+ -+ setMask: function ( colorMask ) { -+ -+ if ( currentColorMask !== colorMask && ! locked ) { -+ -+ gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; -+ - } -+ - }, -- setLocked: function (lock) { -+ -+ setLocked: function ( lock ) { -+ - locked = lock; -+ - }, -- setClear: function (r, g, b, a, premultipliedAlpha) { -- if (premultipliedAlpha === true) { -- r *= a; -- g *= a; -- b *= a; -+ -+ setClear: function ( r, g, b, a, premultipliedAlpha ) { -+ -+ if ( premultipliedAlpha === true ) { -+ -+ r *= a; g *= a; b *= a; -+ - } -- color.set(r, g, b, a); -- if (currentColorClear.equals(color) === false) { -- gl.clearColor(r, g, b, a); -- currentColorClear.copy(color); -+ -+ color.set( r, g, b, a ); -+ -+ if ( currentColorClear.equals( color ) === false ) { -+ -+ gl.clearColor( r, g, b, a ); -+ currentColorClear.copy( color ); -+ - } -+ - }, -+ - reset: function () { -+ - locked = false; -+ - currentColorMask = null; -- currentColorClear.set(-1, 0, 0, 0); // set to invalid state -+ currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state -+ - } -+ - }; -+ - } - - function DepthBuffer() { -+ - let locked = false; -+ - let currentDepthMask = null; - let currentDepthFunc = null; - let currentDepthClear = null; -+ - return { -- setTest: function (depthTest) { -- if (depthTest) { -- enable(gl.DEPTH_TEST); -+ -+ setTest: function ( depthTest ) { -+ -+ if ( depthTest ) { -+ -+ enable( gl.DEPTH_TEST ); -+ - } else { -- disable(gl.DEPTH_TEST); -+ -+ disable( gl.DEPTH_TEST ); -+ - } -+ - }, -- setMask: function (depthMask) { -- if (currentDepthMask !== depthMask && !locked) { -- gl.depthMask(depthMask); -+ -+ setMask: function ( depthMask ) { -+ -+ if ( currentDepthMask !== depthMask && ! locked ) { -+ -+ gl.depthMask( depthMask ); - currentDepthMask = depthMask; -+ - } -+ - }, -- setFunc: function (depthFunc) { -- if (currentDepthFunc !== depthFunc) { -- switch (depthFunc) { -+ -+ setFunc: function ( depthFunc ) { -+ -+ if ( currentDepthFunc !== depthFunc ) { -+ -+ switch ( depthFunc ) { -+ - case NeverDepth: -- gl.depthFunc(gl.NEVER); -+ -+ gl.depthFunc( gl.NEVER ); - break; -+ - case AlwaysDepth: -- gl.depthFunc(gl.ALWAYS); -+ -+ gl.depthFunc( gl.ALWAYS ); - break; -+ - case LessDepth: -- gl.depthFunc(gl.LESS); -+ -+ gl.depthFunc( gl.LESS ); - break; -+ - case LessEqualDepth: -- gl.depthFunc(gl.LEQUAL); -+ -+ gl.depthFunc( gl.LEQUAL ); - break; -+ - case EqualDepth: -- gl.depthFunc(gl.EQUAL); -+ -+ gl.depthFunc( gl.EQUAL ); - break; -+ - case GreaterEqualDepth: -- gl.depthFunc(gl.GEQUAL); -+ -+ gl.depthFunc( gl.GEQUAL ); - break; -+ - case GreaterDepth: -- gl.depthFunc(gl.GREATER); -+ -+ gl.depthFunc( gl.GREATER ); - break; -+ - case NotEqualDepth: -- gl.depthFunc(gl.NOTEQUAL); -+ -+ gl.depthFunc( gl.NOTEQUAL ); - break; -+ - default: -- gl.depthFunc(gl.LEQUAL); -+ -+ gl.depthFunc( gl.LEQUAL ); -+ - } -+ - currentDepthFunc = depthFunc; -+ - } -+ - }, -- setLocked: function (lock) { -+ -+ setLocked: function ( lock ) { -+ - locked = lock; -+ - }, -- setClear: function (depth) { -- if (currentDepthClear !== depth) { -- gl.clearDepth(depth); -+ -+ setClear: function ( depth ) { -+ -+ if ( currentDepthClear !== depth ) { -+ -+ gl.clearDepth( depth ); - currentDepthClear = depth; -+ - } -+ - }, -+ - reset: function () { -+ - locked = false; -+ - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; -+ - } -+ - }; -+ - } -+ - function StencilBuffer() { -+ - let locked = false; -+ - let currentStencilMask = null; - let currentStencilFunc = null; - let currentStencilRef = null; -@@ -14047,49 +21474,91 @@ - let currentStencilZFail = null; - let currentStencilZPass = null; - let currentStencilClear = null; -+ - return { -- setTest: function (stencilTest) { -- if (!locked) { -- if (stencilTest) { -- enable(gl.STENCIL_TEST); -+ -+ setTest: function ( stencilTest ) { -+ -+ if ( ! locked ) { -+ -+ if ( stencilTest ) { -+ -+ enable( gl.STENCIL_TEST ); -+ - } else { -- disable(gl.STENCIL_TEST); -+ -+ disable( gl.STENCIL_TEST ); -+ - } -+ - } -+ - }, -- setMask: function (stencilMask) { -- if (currentStencilMask !== stencilMask && !locked) { -- gl.stencilMask(stencilMask); -+ -+ setMask: function ( stencilMask ) { -+ -+ if ( currentStencilMask !== stencilMask && ! locked ) { -+ -+ gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; -+ - } -+ - }, -- setFunc: function (stencilFunc, stencilRef, stencilMask) { -- if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) { -- gl.stencilFunc(stencilFunc, stencilRef, stencilMask); -+ -+ setFunc: function ( stencilFunc, stencilRef, stencilMask ) { -+ -+ if ( currentStencilFunc !== stencilFunc || -+ currentStencilRef !== stencilRef || -+ currentStencilFuncMask !== stencilMask ) { -+ -+ gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); -+ - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; -+ - } -+ - }, -- setOp: function (stencilFail, stencilZFail, stencilZPass) { -- if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) { -- gl.stencilOp(stencilFail, stencilZFail, stencilZPass); -+ -+ setOp: function ( stencilFail, stencilZFail, stencilZPass ) { -+ -+ if ( currentStencilFail !== stencilFail || -+ currentStencilZFail !== stencilZFail || -+ currentStencilZPass !== stencilZPass ) { -+ -+ gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); -+ - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; -+ - } -+ - }, -- setLocked: function (lock) { -+ -+ setLocked: function ( lock ) { -+ - locked = lock; -+ - }, -- setClear: function (stencil) { -- if (currentStencilClear !== stencil) { -- gl.clearStencil(stencil); -+ -+ setClear: function ( stencil ) { -+ -+ if ( currentStencilClear !== stencil ) { -+ -+ gl.clearStencil( stencil ); - currentStencilClear = stencil; -+ - } -+ - }, -+ - reset: function () { -+ - locked = false; -+ - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; -@@ -14098,8 +21567,11 @@ - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; -+ - } -+ - }; -+ - } - - // -@@ -14107,13 +21579,18 @@ - const colorBuffer = new ColorBuffer(); - const depthBuffer = new DepthBuffer(); - const stencilBuffer = new StencilBuffer(); -+ - const uboBindings = new WeakMap(); - const uboProgramMap = new WeakMap(); -+ - let enabledCapabilities = {}; -+ - let currentBoundFramebuffers = {}; - let currentDrawbuffers = new WeakMap(); - let defaultDrawbuffers = []; -+ - let currentProgram = null; -+ - let currentBlendingEnabled = false; - let currentBlending = null; - let currentBlendEquation = null; -@@ -14123,225 +21600,369 @@ - let currentBlendSrcAlpha = null; - let currentBlendDstAlpha = null; - let currentPremultipledAlpha = false; -+ - let currentFlipSided = null; - let currentCullFace = null; -+ - let currentLineWidth = null; -+ - let currentPolygonOffsetFactor = null; - let currentPolygonOffsetUnits = null; -- const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS); -+ -+ const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); -+ - let lineWidthAvailable = false; - let version = 0; -- const glVersion = gl.getParameter(gl.VERSION); -- if (glVersion.indexOf('WebGL') !== -1) { -- version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]); -- lineWidthAvailable = version >= 1.0; -- } else if (glVersion.indexOf('OpenGL ES') !== -1) { -- version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]); -- lineWidthAvailable = version >= 2.0; -+ const glVersion = gl.getParameter( gl.VERSION ); -+ -+ if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { -+ -+ version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); -+ lineWidthAvailable = ( version >= 1.0 ); -+ -+ } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { -+ -+ version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); -+ lineWidthAvailable = ( version >= 2.0 ); -+ - } -+ - let currentTextureSlot = null; - let currentBoundTextures = {}; -- const scissorParam = gl.getParameter(gl.SCISSOR_BOX); -- const viewportParam = gl.getParameter(gl.VIEWPORT); -- const currentScissor = new Vector4().fromArray(scissorParam); -- const currentViewport = new Vector4().fromArray(viewportParam); -- function createTexture(type, target, count) { -- const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4. -+ -+ const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); -+ const viewportParam = gl.getParameter( gl.VIEWPORT ); -+ -+ const currentScissor = new Vector4().fromArray( scissorParam ); -+ const currentViewport = new Vector4().fromArray( viewportParam ); -+ -+ function createTexture( type, target, count ) { -+ -+ const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - const texture = gl.createTexture(); -- gl.bindTexture(type, texture); -- gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST); -- gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST); -- for (let i = 0; i < count; i++) { -- gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); -+ -+ gl.bindTexture( type, texture ); -+ gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); -+ gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); -+ -+ for ( let i = 0; i < count; i ++ ) { -+ -+ gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); -+ - } -+ - return texture; -+ - } -+ - const emptyTextures = {}; -- emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1); -- emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6); -+ emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); -+ emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); -+ -+ // init -+ -+ colorBuffer.setClear( 0, 0, 0, 1 ); -+ depthBuffer.setClear( 1 ); -+ stencilBuffer.setClear( 0 ); -+ -+ enable( gl.DEPTH_TEST ); -+ depthBuffer.setFunc( LessEqualDepth ); -+ -+ setFlipSided( false ); -+ setCullFace( CullFaceBack ); -+ enable( gl.CULL_FACE ); -+ -+ setBlending( NoBlending ); -+ -+ // -+ -+ function enable( id ) { -+ -+ if ( enabledCapabilities[ id ] !== true ) { -+ -+ gl.enable( id ); -+ enabledCapabilities[ id ] = true; -+ -+ } -+ -+ } - -- // init -+ function disable( id ) { - -- colorBuffer.setClear(0, 0, 0, 1); -- depthBuffer.setClear(1); -- stencilBuffer.setClear(0); -- enable(gl.DEPTH_TEST); -- depthBuffer.setFunc(LessEqualDepth); -- setFlipSided(false); -- setCullFace(CullFaceBack); -- enable(gl.CULL_FACE); -- setBlending(NoBlending); -+ if ( enabledCapabilities[ id ] !== false ) { - -- // -+ gl.disable( id ); -+ enabledCapabilities[ id ] = false; - -- function enable(id) { -- if (enabledCapabilities[id] !== true) { -- gl.enable(id); -- enabledCapabilities[id] = true; -- } -- } -- function disable(id) { -- if (enabledCapabilities[id] !== false) { -- gl.disable(id); -- enabledCapabilities[id] = false; - } -+ - } -- function bindFramebuffer(target, framebuffer) { -- if (currentBoundFramebuffers[target] !== framebuffer) { -- gl.bindFramebuffer(target, framebuffer); -- currentBoundFramebuffers[target] = framebuffer; -- if (isWebGL2) { -+ -+ function bindFramebuffer( target, framebuffer ) { -+ -+ if ( currentBoundFramebuffers[ target ] !== framebuffer ) { -+ -+ gl.bindFramebuffer( target, framebuffer ); -+ -+ currentBoundFramebuffers[ target ] = framebuffer; -+ -+ if ( isWebGL2 ) { -+ - // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER - -- if (target === gl.DRAW_FRAMEBUFFER) { -- currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer; -+ if ( target === gl.DRAW_FRAMEBUFFER ) { -+ -+ currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; -+ - } -- if (target === gl.FRAMEBUFFER) { -- currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer; -+ -+ if ( target === gl.FRAMEBUFFER ) { -+ -+ currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; -+ - } -+ - } -+ - return true; -+ - } -+ - return false; -+ - } -- function drawBuffers(renderTarget, framebuffer) { -+ -+ function drawBuffers( renderTarget, framebuffer ) { -+ - let drawBuffers = defaultDrawbuffers; -+ - let needsUpdate = false; -- if (renderTarget) { -- drawBuffers = currentDrawbuffers.get(framebuffer); -- if (drawBuffers === undefined) { -+ -+ if ( renderTarget ) { -+ -+ drawBuffers = currentDrawbuffers.get( framebuffer ); -+ -+ if ( drawBuffers === undefined ) { -+ - drawBuffers = []; -- currentDrawbuffers.set(framebuffer, drawBuffers); -+ currentDrawbuffers.set( framebuffer, drawBuffers ); -+ - } -- if (renderTarget.isWebGLMultipleRenderTargets) { -+ -+ if ( renderTarget.isWebGLMultipleRenderTargets ) { -+ - const textures = renderTarget.texture; -- if (drawBuffers.length !== textures.length || drawBuffers[0] !== gl.COLOR_ATTACHMENT0) { -- for (let i = 0, il = textures.length; i < il; i++) { -- drawBuffers[i] = gl.COLOR_ATTACHMENT0 + i; -+ -+ if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; -+ - } -+ - drawBuffers.length = textures.length; -+ - needsUpdate = true; -+ - } -+ - } else { -- if (drawBuffers[0] !== gl.COLOR_ATTACHMENT0) { -- drawBuffers[0] = gl.COLOR_ATTACHMENT0; -+ -+ if ( drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { -+ -+ drawBuffers[ 0 ] = gl.COLOR_ATTACHMENT0; -+ - needsUpdate = true; -+ - } -+ - } -+ - } else { -- if (drawBuffers[0] !== gl.BACK) { -- drawBuffers[0] = gl.BACK; -+ -+ if ( drawBuffers[ 0 ] !== gl.BACK ) { -+ -+ drawBuffers[ 0 ] = gl.BACK; -+ - needsUpdate = true; -+ - } -+ - } -- if (needsUpdate) { -- if (capabilities.isWebGL2) { -- gl.drawBuffers(drawBuffers); -+ -+ if ( needsUpdate ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ -+ gl.drawBuffers( drawBuffers ); -+ - } else { -- extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(drawBuffers); -+ -+ extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers ); -+ - } -+ - } -+ -+ - } -- function useProgram(program) { -- if (currentProgram !== program) { -- gl.useProgram(program); -+ -+ function useProgram( program ) { -+ -+ if ( currentProgram !== program ) { -+ -+ gl.useProgram( program ); -+ - currentProgram = program; -+ - return true; -+ - } -+ - return false; -+ - } -+ - const equationToGL = { -- [AddEquation]: gl.FUNC_ADD, -- [SubtractEquation]: gl.FUNC_SUBTRACT, -- [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT -+ [ AddEquation ]: gl.FUNC_ADD, -+ [ SubtractEquation ]: gl.FUNC_SUBTRACT, -+ [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT - }; -- if (isWebGL2) { -- equationToGL[MinEquation] = gl.MIN; -- equationToGL[MaxEquation] = gl.MAX; -+ -+ if ( isWebGL2 ) { -+ -+ equationToGL[ MinEquation ] = gl.MIN; -+ equationToGL[ MaxEquation ] = gl.MAX; -+ - } else { -- const extension = extensions.get('EXT_blend_minmax'); -- if (extension !== null) { -- equationToGL[MinEquation] = extension.MIN_EXT; -- equationToGL[MaxEquation] = extension.MAX_EXT; -+ -+ const extension = extensions.get( 'EXT_blend_minmax' ); -+ -+ if ( extension !== null ) { -+ -+ equationToGL[ MinEquation ] = extension.MIN_EXT; -+ equationToGL[ MaxEquation ] = extension.MAX_EXT; -+ - } -+ - } -+ - const factorToGL = { -- [ZeroFactor]: gl.ZERO, -- [OneFactor]: gl.ONE, -- [SrcColorFactor]: gl.SRC_COLOR, -- [SrcAlphaFactor]: gl.SRC_ALPHA, -- [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE, -- [DstColorFactor]: gl.DST_COLOR, -- [DstAlphaFactor]: gl.DST_ALPHA, -- [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR, -- [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA, -- [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR, -- [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA -+ [ ZeroFactor ]: gl.ZERO, -+ [ OneFactor ]: gl.ONE, -+ [ SrcColorFactor ]: gl.SRC_COLOR, -+ [ SrcAlphaFactor ]: gl.SRC_ALPHA, -+ [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, -+ [ DstColorFactor ]: gl.DST_COLOR, -+ [ DstAlphaFactor ]: gl.DST_ALPHA, -+ [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, -+ [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, -+ [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, -+ [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA - }; -- function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) { -- if (blending === NoBlending) { -- if (currentBlendingEnabled === true) { -- disable(gl.BLEND); -+ -+ function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { -+ -+ if ( blending === NoBlending ) { -+ -+ if ( currentBlendingEnabled === true ) { -+ -+ disable( gl.BLEND ); - currentBlendingEnabled = false; -+ - } -+ - return; -+ - } -- if (currentBlendingEnabled === false) { -- enable(gl.BLEND); -+ -+ if ( currentBlendingEnabled === false ) { -+ -+ enable( gl.BLEND ); - currentBlendingEnabled = true; -+ - } -- if (blending !== CustomBlending) { -- if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) { -- if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) { -- gl.blendEquation(gl.FUNC_ADD); -+ -+ if ( blending !== CustomBlending ) { -+ -+ if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { -+ -+ if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { -+ -+ gl.blendEquation( gl.FUNC_ADD ); -+ - currentBlendEquation = AddEquation; - currentBlendEquationAlpha = AddEquation; -+ - } -- if (premultipliedAlpha) { -- switch (blending) { -+ -+ if ( premultipliedAlpha ) { -+ -+ switch ( blending ) { -+ - case NormalBlending: -- gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); -+ gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - break; -+ - case AdditiveBlending: -- gl.blendFunc(gl.ONE, gl.ONE); -+ gl.blendFunc( gl.ONE, gl.ONE ); - break; -+ - case SubtractiveBlending: -- gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE); -+ gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); - break; -+ - case MultiplyBlending: -- gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA); -+ gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); - break; -+ - default: -- console.error('THREE.WebGLState: Invalid blending: ', blending); -+ console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; -+ - } -+ - } else { -- switch (blending) { -+ -+ switch ( blending ) { -+ - case NormalBlending: -- gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); -+ gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - break; -+ - case AdditiveBlending: -- gl.blendFunc(gl.SRC_ALPHA, gl.ONE); -+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); - break; -+ - case SubtractiveBlending: -- gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE); -+ gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); - break; -+ - case MultiplyBlending: -- gl.blendFunc(gl.ZERO, gl.SRC_COLOR); -+ gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - break; -+ - default: -- console.error('THREE.WebGLState: Invalid blending: ', blending); -+ console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; -+ - } -+ - } -+ - currentBlendSrc = null; - currentBlendDst = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; -+ - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; -+ - } -+ - return; -+ - } - - // custom blending -@@ -14349,294 +21970,518 @@ - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; -- if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) { -- gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]); -+ -+ if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { -+ -+ gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); -+ - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; -+ - } -- if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) { -- gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]); -+ -+ if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { -+ -+ gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); -+ - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; -+ - } -+ - currentBlending = blending; - currentPremultipledAlpha = false; -+ - } -- function setMaterial(material, frontFaceCW) { -- material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE); -- let flipSided = material.side === BackSide; -- if (frontFaceCW) flipSided = !flipSided; -- setFlipSided(flipSided); -- material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha); -- depthBuffer.setFunc(material.depthFunc); -- depthBuffer.setTest(material.depthTest); -- depthBuffer.setMask(material.depthWrite); -- colorBuffer.setMask(material.colorWrite); -+ -+ function setMaterial( material, frontFaceCW ) { -+ -+ material.side === DoubleSide -+ ? disable( gl.CULL_FACE ) -+ : enable( gl.CULL_FACE ); -+ -+ let flipSided = ( material.side === BackSide ); -+ if ( frontFaceCW ) flipSided = ! flipSided; -+ -+ setFlipSided( flipSided ); -+ -+ ( material.blending === NormalBlending && material.transparent === false ) -+ ? setBlending( NoBlending ) -+ : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); -+ -+ depthBuffer.setFunc( material.depthFunc ); -+ depthBuffer.setTest( material.depthTest ); -+ depthBuffer.setMask( material.depthWrite ); -+ colorBuffer.setMask( material.colorWrite ); -+ - const stencilWrite = material.stencilWrite; -- stencilBuffer.setTest(stencilWrite); -- if (stencilWrite) { -- stencilBuffer.setMask(material.stencilWriteMask); -- stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask); -- stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass); -+ stencilBuffer.setTest( stencilWrite ); -+ if ( stencilWrite ) { -+ -+ stencilBuffer.setMask( material.stencilWriteMask ); -+ stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); -+ stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); -+ - } -- setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits); -- material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE); -+ -+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); -+ -+ material.alphaToCoverage === true -+ ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) -+ : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); -+ - } - - // - -- function setFlipSided(flipSided) { -- if (currentFlipSided !== flipSided) { -- if (flipSided) { -- gl.frontFace(gl.CW); -+ function setFlipSided( flipSided ) { -+ -+ if ( currentFlipSided !== flipSided ) { -+ -+ if ( flipSided ) { -+ -+ gl.frontFace( gl.CW ); -+ - } else { -- gl.frontFace(gl.CCW); -+ -+ gl.frontFace( gl.CCW ); -+ - } -+ - currentFlipSided = flipSided; -+ - } -+ - } -- function setCullFace(cullFace) { -- if (cullFace !== CullFaceNone) { -- enable(gl.CULL_FACE); -- if (cullFace !== currentCullFace) { -- if (cullFace === CullFaceBack) { -- gl.cullFace(gl.BACK); -- } else if (cullFace === CullFaceFront) { -- gl.cullFace(gl.FRONT); -+ -+ function setCullFace( cullFace ) { -+ -+ if ( cullFace !== CullFaceNone ) { -+ -+ enable( gl.CULL_FACE ); -+ -+ if ( cullFace !== currentCullFace ) { -+ -+ if ( cullFace === CullFaceBack ) { -+ -+ gl.cullFace( gl.BACK ); -+ -+ } else if ( cullFace === CullFaceFront ) { -+ -+ gl.cullFace( gl.FRONT ); -+ - } else { -- gl.cullFace(gl.FRONT_AND_BACK); -+ -+ gl.cullFace( gl.FRONT_AND_BACK ); -+ - } -+ - } -+ - } else { -- disable(gl.CULL_FACE); -+ -+ disable( gl.CULL_FACE ); -+ - } -+ - currentCullFace = cullFace; -+ - } -- function setLineWidth(width) { -- if (width !== currentLineWidth) { -- if (lineWidthAvailable) gl.lineWidth(width); -+ -+ function setLineWidth( width ) { -+ -+ if ( width !== currentLineWidth ) { -+ -+ if ( lineWidthAvailable ) gl.lineWidth( width ); -+ - currentLineWidth = width; -+ - } -+ - } -- function setPolygonOffset(polygonOffset, factor, units) { -- if (polygonOffset) { -- enable(gl.POLYGON_OFFSET_FILL); -- if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) { -- gl.polygonOffset(factor, units); -+ -+ function setPolygonOffset( polygonOffset, factor, units ) { -+ -+ if ( polygonOffset ) { -+ -+ enable( gl.POLYGON_OFFSET_FILL ); -+ -+ if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { -+ -+ gl.polygonOffset( factor, units ); -+ - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; -+ - } -+ - } else { -- disable(gl.POLYGON_OFFSET_FILL); -+ -+ disable( gl.POLYGON_OFFSET_FILL ); -+ - } -+ - } -- function setScissorTest(scissorTest) { -- if (scissorTest) { -- enable(gl.SCISSOR_TEST); -+ -+ function setScissorTest( scissorTest ) { -+ -+ if ( scissorTest ) { -+ -+ enable( gl.SCISSOR_TEST ); -+ - } else { -- disable(gl.SCISSOR_TEST); -+ -+ disable( gl.SCISSOR_TEST ); -+ - } -+ - } - - // texture - -- function activeTexture(webglSlot) { -- if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1; -- if (currentTextureSlot !== webglSlot) { -- gl.activeTexture(webglSlot); -+ function activeTexture( webglSlot ) { -+ -+ if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; -+ -+ if ( currentTextureSlot !== webglSlot ) { -+ -+ gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; -+ - } -+ - } -- function bindTexture(webglType, webglTexture, webglSlot) { -- if (webglSlot === undefined) { -- if (currentTextureSlot === null) { -+ -+ function bindTexture( webglType, webglTexture, webglSlot ) { -+ -+ if ( webglSlot === undefined ) { -+ -+ if ( currentTextureSlot === null ) { -+ - webglSlot = gl.TEXTURE0 + maxTextures - 1; -+ - } else { -+ - webglSlot = currentTextureSlot; -+ - } -+ - } -- let boundTexture = currentBoundTextures[webglSlot]; -- if (boundTexture === undefined) { -- boundTexture = { -- type: undefined, -- texture: undefined -- }; -- currentBoundTextures[webglSlot] = boundTexture; -+ -+ let boundTexture = currentBoundTextures[ webglSlot ]; -+ -+ if ( boundTexture === undefined ) { -+ -+ boundTexture = { type: undefined, texture: undefined }; -+ currentBoundTextures[ webglSlot ] = boundTexture; -+ - } -- if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) { -- if (currentTextureSlot !== webglSlot) { -- gl.activeTexture(webglSlot); -+ -+ if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { -+ -+ if ( currentTextureSlot !== webglSlot ) { -+ -+ gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; -+ - } -- gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]); -+ -+ gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); -+ - boundTexture.type = webglType; - boundTexture.texture = webglTexture; -+ - } -+ - } -+ - function unbindTexture() { -- const boundTexture = currentBoundTextures[currentTextureSlot]; -- if (boundTexture !== undefined && boundTexture.type !== undefined) { -- gl.bindTexture(boundTexture.type, null); -+ -+ const boundTexture = currentBoundTextures[ currentTextureSlot ]; -+ -+ if ( boundTexture !== undefined && boundTexture.type !== undefined ) { -+ -+ gl.bindTexture( boundTexture.type, null ); -+ - boundTexture.type = undefined; - boundTexture.texture = undefined; -+ - } -+ - } -+ - function compressedTexImage2D() { -+ - try { -- gl.compressedTexImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.compressedTexImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function compressedTexImage3D() { -+ - try { -- gl.compressedTexImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.compressedTexImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texSubImage2D() { -+ - try { -- gl.texSubImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texSubImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texSubImage3D() { -+ - try { -- gl.texSubImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texSubImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function compressedTexSubImage2D() { -+ - try { -- gl.compressedTexSubImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.compressedTexSubImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function compressedTexSubImage3D() { -+ - try { -- gl.compressedTexSubImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.compressedTexSubImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texStorage2D() { -+ - try { -- gl.texStorage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texStorage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texStorage3D() { -+ - try { -- gl.texStorage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texStorage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texImage2D() { -+ - try { -- gl.texImage2D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texImage2D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } -+ - function texImage3D() { -+ - try { -- gl.texImage3D.apply(gl, arguments); -- } catch (error) { -- console.error('THREE.WebGLState:', error); -+ -+ gl.texImage3D.apply( gl, arguments ); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLState:', error ); -+ - } -+ - } - - // - -- function scissor(scissor) { -- if (currentScissor.equals(scissor) === false) { -- gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w); -- currentScissor.copy(scissor); -+ function scissor( scissor ) { -+ -+ if ( currentScissor.equals( scissor ) === false ) { -+ -+ gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); -+ currentScissor.copy( scissor ); -+ - } -+ - } -- function viewport(viewport) { -- if (currentViewport.equals(viewport) === false) { -- gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w); -- currentViewport.copy(viewport); -+ -+ function viewport( viewport ) { -+ -+ if ( currentViewport.equals( viewport ) === false ) { -+ -+ gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); -+ currentViewport.copy( viewport ); -+ - } -+ - } -- function updateUBOMapping(uniformsGroup, program) { -- let mapping = uboProgramMap.get(program); -- if (mapping === undefined) { -+ -+ function updateUBOMapping( uniformsGroup, program ) { -+ -+ let mapping = uboProgramMap.get( program ); -+ -+ if ( mapping === undefined ) { -+ - mapping = new WeakMap(); -- uboProgramMap.set(program, mapping); -+ -+ uboProgramMap.set( program, mapping ); -+ - } -- let blockIndex = mapping.get(uniformsGroup); -- if (blockIndex === undefined) { -- blockIndex = gl.getUniformBlockIndex(program, uniformsGroup.name); -- mapping.set(uniformsGroup, blockIndex); -+ -+ let blockIndex = mapping.get( uniformsGroup ); -+ -+ if ( blockIndex === undefined ) { -+ -+ blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); -+ -+ mapping.set( uniformsGroup, blockIndex ); -+ - } -+ - } -- function uniformBlockBinding(uniformsGroup, program) { -- const mapping = uboProgramMap.get(program); -- const blockIndex = mapping.get(uniformsGroup); -- if (uboBindings.get(program) !== blockIndex) { -+ -+ function uniformBlockBinding( uniformsGroup, program ) { -+ -+ const mapping = uboProgramMap.get( program ); -+ const blockIndex = mapping.get( uniformsGroup ); -+ -+ if ( uboBindings.get( program ) !== blockIndex ) { -+ - // bind shader specific block index to global block point -- gl.uniformBlockBinding(program, blockIndex, uniformsGroup.__bindingPointIndex); -- uboBindings.set(program, blockIndex); -+ gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); -+ -+ uboBindings.set( program, blockIndex ); -+ - } -+ - } - - // - - function reset() { -+ - // reset state - -- gl.disable(gl.BLEND); -- gl.disable(gl.CULL_FACE); -- gl.disable(gl.DEPTH_TEST); -- gl.disable(gl.POLYGON_OFFSET_FILL); -- gl.disable(gl.SCISSOR_TEST); -- gl.disable(gl.STENCIL_TEST); -- gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE); -- gl.blendEquation(gl.FUNC_ADD); -- gl.blendFunc(gl.ONE, gl.ZERO); -- gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO); -- gl.colorMask(true, true, true, true); -- gl.clearColor(0, 0, 0, 0); -- gl.depthMask(true); -- gl.depthFunc(gl.LESS); -- gl.clearDepth(1); -- gl.stencilMask(0xffffffff); -- gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff); -- gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); -- gl.clearStencil(0); -- gl.cullFace(gl.BACK); -- gl.frontFace(gl.CCW); -- gl.polygonOffset(0, 0); -- gl.activeTexture(gl.TEXTURE0); -- gl.bindFramebuffer(gl.FRAMEBUFFER, null); -- if (isWebGL2 === true) { -- gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); -- gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null); -- } -- gl.useProgram(null); -- gl.lineWidth(1); -- gl.scissor(0, 0, gl.canvas.width, gl.canvas.height); -- gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); -+ gl.disable( gl.BLEND ); -+ gl.disable( gl.CULL_FACE ); -+ gl.disable( gl.DEPTH_TEST ); -+ gl.disable( gl.POLYGON_OFFSET_FILL ); -+ gl.disable( gl.SCISSOR_TEST ); -+ gl.disable( gl.STENCIL_TEST ); -+ gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); -+ -+ gl.blendEquation( gl.FUNC_ADD ); -+ gl.blendFunc( gl.ONE, gl.ZERO ); -+ gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); -+ -+ gl.colorMask( true, true, true, true ); -+ gl.clearColor( 0, 0, 0, 0 ); -+ -+ gl.depthMask( true ); -+ gl.depthFunc( gl.LESS ); -+ gl.clearDepth( 1 ); -+ -+ gl.stencilMask( 0xffffffff ); -+ gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); -+ gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); -+ gl.clearStencil( 0 ); -+ -+ gl.cullFace( gl.BACK ); -+ gl.frontFace( gl.CCW ); -+ -+ gl.polygonOffset( 0, 0 ); -+ -+ gl.activeTexture( gl.TEXTURE0 ); -+ -+ gl.bindFramebuffer( gl.FRAMEBUFFER, null ); -+ -+ if ( isWebGL2 === true ) { -+ -+ gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); -+ gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); -+ -+ } -+ -+ gl.useProgram( null ); -+ -+ gl.lineWidth( 1 ); -+ -+ gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); -+ gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); - - // reset internals - - enabledCapabilities = {}; -+ - currentTextureSlot = null; - currentBoundTextures = {}; -+ - currentBoundFramebuffers = {}; - currentDrawbuffers = new WeakMap(); - defaultDrawbuffers = []; -+ - currentProgram = null; -+ - currentBlendingEnabled = false; - currentBlending = null; - currentBlendEquation = null; -@@ -14646,35 +22491,51 @@ - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - currentPremultipledAlpha = false; -+ - currentFlipSided = null; - currentCullFace = null; -+ - currentLineWidth = null; -+ - currentPolygonOffsetFactor = null; - currentPolygonOffsetUnits = null; -- currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height); -- currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height); -+ -+ currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); -+ currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); -+ - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); -+ - } -+ - return { -+ - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, -+ - enable: enable, - disable: disable, -+ - bindFramebuffer: bindFramebuffer, - drawBuffers: drawBuffers, -+ - useProgram: useProgram, -+ - setBlending: setBlending, - setMaterial: setMaterial, -+ - setFlipSided: setFlipSided, - setCullFace: setCullFace, -+ - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, -+ - setScissorTest: setScissorTest, -+ - activeTexture: activeTexture, - bindTexture: bindTexture, - unbindTexture: unbindTexture, -@@ -14682,491 +22543,829 @@ - compressedTexImage3D: compressedTexImage3D, - texImage2D: texImage2D, - texImage3D: texImage3D, -+ - updateUBOMapping: updateUBOMapping, - uniformBlockBinding: uniformBlockBinding, -+ - texStorage2D: texStorage2D, - texStorage3D: texStorage3D, - texSubImage2D: texSubImage2D, - texSubImage3D: texSubImage3D, - compressedTexSubImage2D: compressedTexSubImage2D, - compressedTexSubImage3D: compressedTexSubImage3D, -+ - scissor: scissor, - viewport: viewport, -+ - reset: reset -+ - }; -+ - } - -- function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) { -+ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { -+ - const isWebGL2 = capabilities.isWebGL2; - const maxTextures = capabilities.maxTextures; - const maxCubemapSize = capabilities.maxCubemapSize; - const maxTextureSize = capabilities.maxTextureSize; - const maxSamples = capabilities.maxSamples; -- const multisampledRTTExt = extensions.has('WEBGL_multisampled_render_to_texture') ? extensions.get('WEBGL_multisampled_render_to_texture') : null; -- const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test(navigator.userAgent); -+ const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; -+ const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); -+ const multiviewExt = extensions.has( 'OCULUS_multiview' ) ? extensions.get( 'OCULUS_multiview' ) : null; -+ - const _videoTextures = new WeakMap(); - let _canvas; -+ - const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source - -+ let _deferredUploads = []; -+ - // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, - // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! - // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). - - let useOffscreenCanvas = false; -+ - try { -+ - useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' -- // eslint-disable-next-line compat/compat -- && new OffscreenCanvas(1, 1).getContext('2d') !== null; -- } catch (err) { -+ // eslint-disable-next-line compat/compat -+ && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; -+ -+ } catch ( err ) { - - // Ignore any errors -+ - } -- function createCanvas(width, height) { -+ -+ function createCanvas( width, height ) { -+ - // Use OffscreenCanvas when available. Specially needed in web workers - - return useOffscreenCanvas ? -- // eslint-disable-next-line compat/compat -- new OffscreenCanvas(width, height) : createElementNS('canvas'); -+ // eslint-disable-next-line compat/compat -+ new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); -+ - } -- function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) { -+ -+ function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { -+ - let scale = 1; - - // handle case if texture exceeds max size - -- if (image.width > maxSize || image.height > maxSize) { -- scale = maxSize / Math.max(image.width, image.height); -+ if ( image.width > maxSize || image.height > maxSize ) { -+ -+ scale = maxSize / Math.max( image.width, image.height ); -+ - } - - // only perform resize if necessary - -- if (scale < 1 || needsPowerOfTwo === true) { -+ if ( scale < 1 || needsPowerOfTwo === true ) { -+ - // only perform resize for certain image types - -- if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { -+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || -+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || -+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { -+ - const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor; -- const width = floor(scale * image.width); -- const height = floor(scale * image.height); -- if (_canvas === undefined) _canvas = createCanvas(width, height); -+ -+ const width = floor( scale * image.width ); -+ const height = floor( scale * image.height ); -+ -+ if ( _canvas === undefined ) _canvas = createCanvas( width, height ); - - // cube textures can't reuse the same canvas - -- const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas; -+ const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; -+ - canvas.width = width; - canvas.height = height; -- const context = canvas.getContext('2d'); -- context.drawImage(image, 0, 0, width, height); -- console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').'); -+ -+ const context = canvas.getContext( '2d' ); -+ context.drawImage( image, 0, 0, width, height ); -+ -+ console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); -+ - return canvas; -+ - } else { -- if ('data' in image) { -- console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').'); -+ -+ if ( 'data' in image ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); -+ - } -+ - return image; -+ - } -+ - } -+ - return image; -+ - } -- function isPowerOfTwo$1(image) { -- return isPowerOfTwo(image.width) && isPowerOfTwo(image.height); -+ -+ function isPowerOfTwo$1( image ) { -+ -+ return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ); -+ - } -- function textureNeedsPowerOfTwo(texture) { -- if (isWebGL2) return false; -- return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; -+ -+ function textureNeedsPowerOfTwo( texture ) { -+ -+ if ( isWebGL2 ) return false; -+ -+ return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || -+ ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); -+ - } -- function textureNeedsGenerateMipmaps(texture, supportsMips) { -- return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; -+ -+ function textureNeedsGenerateMipmaps( texture, supportsMips ) { -+ -+ return texture.generateMipmaps && supportsMips && -+ texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; -+ - } -- function generateMipmap(target) { -- _gl.generateMipmap(target); -+ -+ function generateMipmap( target ) { -+ -+ _gl.generateMipmap( target ); -+ - } -- function getInternalFormat(internalFormatName, glFormat, glType, encoding, forceLinearEncoding = false) { -- if (isWebGL2 === false) return glFormat; -- if (internalFormatName !== null) { -- if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName]; -- console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\''); -+ -+ function getInternalFormat( internalFormatName, glFormat, glType, encoding, forceLinearEncoding = false ) { -+ -+ if ( isWebGL2 === false ) return glFormat; -+ -+ if ( internalFormatName !== null ) { -+ -+ if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); -+ - } -+ - let internalFormat = glFormat; -- if (glFormat === _gl.RED) { -- if (glType === _gl.FLOAT) internalFormat = _gl.R32F; -- if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F; -- if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8; -- } -- if (glFormat === _gl.RG) { -- if (glType === _gl.FLOAT) internalFormat = _gl.RG32F; -- if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RG16F; -- if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RG8; -- } -- if (glFormat === _gl.RGBA) { -- if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F; -- if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F; -- if (glType === _gl.UNSIGNED_BYTE) internalFormat = encoding === sRGBEncoding && forceLinearEncoding === false ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; -- if (glType === _gl.UNSIGNED_SHORT_4_4_4_4) internalFormat = _gl.RGBA4; -- if (glType === _gl.UNSIGNED_SHORT_5_5_5_1) internalFormat = _gl.RGB5_A1; -- } -- if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) { -- extensions.get('EXT_color_buffer_float'); -+ -+ if ( glFormat === _gl.RED ) { -+ -+ if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F; -+ if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F; -+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8; -+ -+ } -+ -+ if ( glFormat === _gl.RG ) { -+ -+ if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; -+ if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; -+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; -+ -+ } -+ -+ if ( glFormat === _gl.RGBA ) { -+ -+ if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; -+ if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; -+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( encoding === sRGBEncoding && forceLinearEncoding === false ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; -+ if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; -+ if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; -+ -+ } -+ -+ if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || -+ internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || -+ internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { -+ -+ extensions.get( 'EXT_color_buffer_float' ); -+ - } -+ - return internalFormat; -+ - } -- function getMipLevels(texture, image, supportsMips) { -- if (textureNeedsGenerateMipmaps(texture, supportsMips) === true || texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) { -- return Math.log2(Math.max(image.width, image.height)) + 1; -- } else if (texture.mipmaps !== undefined && texture.mipmaps.length > 0) { -+ -+ function getMipLevels( texture, image, supportsMips ) { -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { -+ -+ return Math.log2( Math.max( image.width, image.height ) ) + 1; -+ -+ } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { -+ - // user-defined mipmaps - - return texture.mipmaps.length; -- } else if (texture.isCompressedTexture && Array.isArray(texture.image)) { -+ -+ } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { -+ - return image.mipmaps.length; -+ - } else { -+ - // texture without mipmaps (only base level) - - return 1; -+ - } -+ - } - - // Fallback filters for non-power-of-2 textures - -- function filterFallback(f) { -- if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) { -+ function filterFallback( f ) { -+ -+ if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { -+ - return _gl.NEAREST; -+ - } -+ - return _gl.LINEAR; -+ - } - - // - -- function onTextureDispose(event) { -+ function onTextureDispose( event ) { -+ - const texture = event.target; -- texture.removeEventListener('dispose', onTextureDispose); -- deallocateTexture(texture); -- if (texture.isVideoTexture) { -- _videoTextures.delete(texture); -+ -+ texture.removeEventListener( 'dispose', onTextureDispose ); -+ -+ deallocateTexture( texture ); -+ -+ if ( texture.isVideoTexture ) { -+ -+ _videoTextures.delete( texture ); -+ - } -+ - } -- function onRenderTargetDispose(event) { -+ -+ function onRenderTargetDispose( event ) { -+ - const renderTarget = event.target; -- renderTarget.removeEventListener('dispose', onRenderTargetDispose); -- deallocateRenderTarget(renderTarget); -+ -+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); -+ -+ deallocateRenderTarget( renderTarget ); -+ - } - - // - -- function deallocateTexture(texture) { -- const textureProperties = properties.get(texture); -- if (textureProperties.__webglInit === undefined) return; -+ function deallocateTexture( texture ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( textureProperties.__webglInit === undefined ) return; -+ -+ // check if it's necessary to remove the WebGLTexture object -+ -+ const source = texture.source; -+ const webglTextures = _sources.get( source ); -+ -+ if ( webglTextures ) { -+ -+ const webglTexture = webglTextures[ textureProperties.__cacheKey ]; -+ webglTexture.usedTimes --; -+ -+ // the WebGLTexture object is not used anymore, remove it -+ -+ if ( webglTexture.usedTimes === 0 ) { -+ -+ deleteTexture( texture ); -+ -+ } -+ -+ // remove the weak map entry if no WebGLTexture uses the source anymore -+ -+ if ( Object.keys( webglTextures ).length === 0 ) { -+ -+ _sources.delete( source ); -+ -+ } -+ -+ } -+ -+ properties.remove( texture ); -+ -+ } -+ -+ function deleteTexture( texture ) { -+ -+ const textureProperties = properties.get( texture ); -+ _gl.deleteTexture( textureProperties.__webglTexture ); -+ -+ const source = texture.source; -+ const webglTextures = _sources.get( source ); -+ delete webglTextures[ textureProperties.__cacheKey ]; -+ -+ info.memory.textures --; -+ -+ } -+ -+ function deallocateRenderTarget( renderTarget ) { -+ -+ const texture = renderTarget.texture; -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ const textureProperties = properties.get( texture ); -+ -+ if ( textureProperties.__webglTexture !== undefined ) { -+ -+ _gl.deleteTexture( textureProperties.__webglTexture ); -+ -+ info.memory.textures --; -+ -+ } -+ -+ if ( renderTarget.depthTexture ) { -+ -+ renderTarget.depthTexture.dispose(); -+ -+ } -+ -+ if ( renderTarget.isWebGLCubeRenderTarget ) { -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); -+ if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); -+ -+ } -+ -+ } else { -+ -+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); -+ if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); -+ if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); -+ -+ if ( renderTargetProperties.__webglColorRenderbuffer ) { - -- // check if it's necessary to remove the WebGLTexture object -+ for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { - -- const source = texture.source; -- const webglTextures = _sources.get(source); -- if (webglTextures) { -- const webglTexture = webglTextures[textureProperties.__cacheKey]; -- webglTexture.usedTimes--; -+ if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); - -- // the WebGLTexture object is not used anymore, remove it -+ } - -- if (webglTexture.usedTimes === 0) { -- deleteTexture(texture); - } - -- // remove the weak map entry if no WebGLTexture uses the source anymore -+ if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); - -- if (Object.keys(webglTextures).length === 0) { -- _sources.delete(source); -- } -- } -- properties.remove(texture); -- } -- function deleteTexture(texture) { -- const textureProperties = properties.get(texture); -- _gl.deleteTexture(textureProperties.__webglTexture); -- const source = texture.source; -- const webglTextures = _sources.get(source); -- delete webglTextures[textureProperties.__cacheKey]; -- info.memory.textures--; -- } -- function deallocateRenderTarget(renderTarget) { -- const texture = renderTarget.texture; -- const renderTargetProperties = properties.get(renderTarget); -- const textureProperties = properties.get(texture); -- if (textureProperties.__webglTexture !== undefined) { -- _gl.deleteTexture(textureProperties.__webglTexture); -- info.memory.textures--; -- } -- if (renderTarget.depthTexture) { -- renderTarget.depthTexture.dispose(); -- } -- if (renderTarget.isWebGLCubeRenderTarget) { -- for (let i = 0; i < 6; i++) { -- _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]); -- if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]); -- } -- } else { -- _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer); -- if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer); -- if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer); -- if (renderTargetProperties.__webglColorRenderbuffer) { -- for (let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i++) { -- if (renderTargetProperties.__webglColorRenderbuffer[i]) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer[i]); -- } -- } -- if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer); - } -- if (renderTarget.isWebGLMultipleRenderTargets) { -- for (let i = 0, il = texture.length; i < il; i++) { -- const attachmentProperties = properties.get(texture[i]); -- if (attachmentProperties.__webglTexture) { -- _gl.deleteTexture(attachmentProperties.__webglTexture); -- info.memory.textures--; -+ -+ if ( renderTarget.isWebGLMultipleRenderTargets ) { -+ -+ for ( let i = 0, il = texture.length; i < il; i ++ ) { -+ -+ const attachmentProperties = properties.get( texture[ i ] ); -+ -+ if ( attachmentProperties.__webglTexture ) { -+ -+ _gl.deleteTexture( attachmentProperties.__webglTexture ); -+ -+ info.memory.textures --; -+ - } -- properties.remove(texture[i]); -+ -+ properties.remove( texture[ i ] ); -+ - } -+ - } -- properties.remove(texture); -- properties.remove(renderTarget); -+ -+ properties.remove( texture ); -+ properties.remove( renderTarget ); -+ - } - - // - - let textureUnits = 0; -+ - function resetTextureUnits() { -+ - textureUnits = 0; -+ - } -+ - function allocateTextureUnit() { -+ - const textureUnit = textureUnits; -- if (textureUnit >= maxTextures) { -- console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures); -+ -+ if ( textureUnit >= maxTextures ) { -+ -+ console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); -+ - } -+ - textureUnits += 1; -+ - return textureUnit; -+ - } -- function getTextureCacheKey(texture) { -+ -+ function getTextureCacheKey( texture ) { -+ - const array = []; -- array.push(texture.wrapS); -- array.push(texture.wrapT); -- array.push(texture.wrapR || 0); -- array.push(texture.magFilter); -- array.push(texture.minFilter); -- array.push(texture.anisotropy); -- array.push(texture.internalFormat); -- array.push(texture.format); -- array.push(texture.type); -- array.push(texture.generateMipmaps); -- array.push(texture.premultiplyAlpha); -- array.push(texture.flipY); -- array.push(texture.unpackAlignment); -- array.push(texture.encoding); -+ -+ array.push( texture.wrapS ); -+ array.push( texture.wrapT ); -+ array.push( texture.wrapR || 0 ); -+ array.push( texture.magFilter ); -+ array.push( texture.minFilter ); -+ array.push( texture.anisotropy ); -+ array.push( texture.internalFormat ); -+ array.push( texture.format ); -+ array.push( texture.type ); -+ array.push( texture.generateMipmaps ); -+ array.push( texture.premultiplyAlpha ); -+ array.push( texture.flipY ); -+ array.push( texture.unpackAlignment ); -+ array.push( texture.encoding ); -+ - return array.join(); -+ - } - - // - -- function setTexture2D(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.isVideoTexture) updateVideoTexture(texture); -- if (texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version) { -+ function setTexture2D( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.isVideoTexture ) updateVideoTexture( texture ); -+ -+ if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { -+ - const image = texture.image; -- if (image === null) { -- console.warn('THREE.WebGLRenderer: Texture marked for update but no image data found.'); -- } else if (image.complete === false) { -- console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete'); -+ -+ if ( image === null ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' ); -+ -+ } else if ( image.complete === false ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); -+ - } else { -- uploadTexture(textureProperties, texture, slot); -- return; -+ -+ if ( this.uploadTexture( textureProperties, texture, slot ) ) { -+ -+ return; -+ -+ } -+ - } -+ - } -- state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -- function setTexture2DArray(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.version > 0 && textureProperties.__version !== texture.version) { -- uploadTexture(textureProperties, texture, slot); -+ -+ function setTexture2DArray( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) { -+ -+ this.uploadTexture( textureProperties, texture, slot ); - return; -+ - } -- state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -- function setTexture3D(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.version > 0 && textureProperties.__version !== texture.version) { -- uploadTexture(textureProperties, texture, slot); -+ -+ function setTexture3D( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) { -+ -+ this.uploadTexture( textureProperties, texture, slot ); - return; -+ - } -- state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -- function setTextureCube(texture, slot) { -- const textureProperties = properties.get(texture); -- if (texture.version > 0 && textureProperties.__version !== texture.version) { -- uploadCubeTexture(textureProperties, texture, slot); -+ -+ function setTextureCube( texture, slot ) { -+ -+ const textureProperties = properties.get( texture ); -+ -+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) { -+ -+ uploadCubeTexture( textureProperties, texture, slot ); - return; -+ - } -- state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -+ -+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ - } -+ - const wrappingToGL = { -- [RepeatWrapping]: _gl.REPEAT, -- [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE, -- [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT -+ [ RepeatWrapping ]: _gl.REPEAT, -+ [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, -+ [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT - }; -+ - const filterToGL = { -- [NearestFilter]: _gl.NEAREST, -- [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST, -- [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR, -- [LinearFilter]: _gl.LINEAR, -- [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST, -- [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR -+ [ NearestFilter ]: _gl.NEAREST, -+ [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, -+ [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, -+ -+ [ LinearFilter ]: _gl.LINEAR, -+ [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, -+ [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR - }; -- function setTextureParameters(textureType, texture, supportsMips) { -- if (supportsMips) { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]); -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]); -- if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]); -- } -- _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]); -- _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]); -+ -+ function setTextureParameters( textureType, texture, supportsMips ) { -+ -+ if ( supportsMips ) { -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); -+ -+ if ( ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) && texture.wrapR !== undefined ) { -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); -+ -+ } -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); -+ - } else { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE); -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE); -- if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) { -- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE); -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); -+ -+ if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE ); -+ - } -- if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) { -- console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.'); -+ -+ if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); -+ - } -- _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter)); -- _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter)); -- if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) { -- console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.'); -+ -+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); -+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); -+ -+ if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); -+ - } -+ - } -- if (extensions.has('EXT_texture_filter_anisotropic') === true) { -- const extension = extensions.get('EXT_texture_filter_anisotropic'); -- if (texture.magFilter === NearestFilter) return; -- if (texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter) return; -- if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2 -- if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only - -- if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) { -- _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy())); -- properties.get(texture).__currentAnisotropy = texture.anisotropy; -+ if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { -+ -+ const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); -+ -+ if ( texture.magFilter === NearestFilter ) return; -+ if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; -+ if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2 -+ if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only -+ -+ if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { -+ -+ _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); -+ properties.get( texture ).__currentAnisotropy = texture.anisotropy; -+ - } -+ - } -+ - } -- function initTexture(textureProperties, texture) { -+ -+ function initTexture( textureProperties, texture ) { -+ - let forceUpload = false; -- if (textureProperties.__webglInit === undefined) { -+ -+ if ( textureProperties.__webglInit === undefined ) { -+ - textureProperties.__webglInit = true; -- texture.addEventListener('dispose', onTextureDispose); -+ -+ texture.addEventListener( 'dispose', onTextureDispose ); -+ - } - - // create Source <-> WebGLTextures mapping if necessary - - const source = texture.source; -- let webglTextures = _sources.get(source); -- if (webglTextures === undefined) { -+ let webglTextures = _sources.get( source ); -+ -+ if ( webglTextures === undefined ) { -+ - webglTextures = {}; -- _sources.set(source, webglTextures); -+ _sources.set( source, webglTextures ); -+ - } - - // check if there is already a WebGLTexture object for the given texture parameters - -- const textureCacheKey = getTextureCacheKey(texture); -- if (textureCacheKey !== textureProperties.__cacheKey) { -+ const textureCacheKey = getTextureCacheKey( texture ); -+ -+ if ( textureCacheKey !== textureProperties.__cacheKey ) { -+ - // if not, create a new instance of WebGLTexture - -- if (webglTextures[textureCacheKey] === undefined) { -+ if ( webglTextures[ textureCacheKey ] === undefined ) { -+ - // create new entry - -- webglTextures[textureCacheKey] = { -+ webglTextures[ textureCacheKey ] = { - texture: _gl.createTexture(), - usedTimes: 0 - }; -- info.memory.textures++; -+ -+ info.memory.textures ++; - - // when a new instance of WebGLTexture was created, a texture upload is required - // even if the image contents are identical - - forceUpload = true; -+ - } -- webglTextures[textureCacheKey].usedTimes++; -+ -+ webglTextures[ textureCacheKey ].usedTimes ++; - - // every time the texture cache key changes, it's necessary to check if an instance of - // WebGLTexture can be deleted in order to avoid a memory leak. - -- const webglTexture = webglTextures[textureProperties.__cacheKey]; -- if (webglTexture !== undefined) { -- webglTextures[textureProperties.__cacheKey].usedTimes--; -- if (webglTexture.usedTimes === 0) { -- deleteTexture(texture); -+ const webglTexture = webglTextures[ textureProperties.__cacheKey ]; -+ -+ if ( webglTexture !== undefined ) { -+ -+ webglTextures[ textureProperties.__cacheKey ].usedTimes --; -+ -+ if ( webglTexture.usedTimes === 0 ) { -+ -+ deleteTexture( texture ); -+ - } -+ - } - - // store references to cache key and WebGLTexture object - - textureProperties.__cacheKey = textureCacheKey; -- textureProperties.__webglTexture = webglTextures[textureCacheKey].texture; -+ textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; -+ - } -+ - return forceUpload; -+ -+ } -+ -+ function runDeferredUploads() { -+ -+ const previousDeferSetting = this.deferTextureUploads; -+ this.deferTextureUploads = false; -+ -+ for ( const upload of _deferredUploads ) { -+ -+ this.uploadTexture( upload.textureProperties, upload.texture, upload.slot ); -+ upload.texture.isPendingDeferredUpload = false; -+ -+ } -+ -+ _deferredUploads = []; -+ -+ this.deferTextureUploads = previousDeferSetting; -+ - } -- function uploadTexture(textureProperties, texture, slot) { -+ -+ function uploadTexture( textureProperties, texture, slot ) { -+ -+ if ( this.deferTextureUploads ) { -+ -+ if ( ! texture.isPendingDeferredUpload ) { -+ -+ texture.isPendingDeferredUpload = true; -+ _deferredUploads.push( { textureProperties: textureProperties, texture: texture, slot: slot } ); -+ -+ } -+ -+ return false; -+ -+ } -+ -+ - let textureType = _gl.TEXTURE_2D; -- if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) textureType = _gl.TEXTURE_2D_ARRAY; -- if (texture.isData3DTexture) textureType = _gl.TEXTURE_3D; -- const forceUpload = initTexture(textureProperties, texture); -+ -+ if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; -+ if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; -+ -+ const forceUpload = initTexture( textureProperties, texture ); - const source = texture.source; -- state.bindTexture(textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -- const sourceProperties = properties.get(source); -- if (source.version !== sourceProperties.__version || forceUpload === true) { -- state.activeTexture(_gl.TEXTURE0 + slot); -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment); -- _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE); -- const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false; -- let image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize); -- image = verifyColorSpace(texture, image); -- const supportsMips = isPowerOfTwo$1(image) || isWebGL2, -- glFormat = utils.convert(texture.format, texture.encoding); -- let glType = utils.convert(texture.type), -- glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture); -- setTextureParameters(textureType, texture, supportsMips); -+ -+ state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ -+ const sourceProperties = properties.get( source ); -+ -+ if ( source.version !== sourceProperties.__version || forceUpload === true ) { -+ -+ state.activeTexture( _gl.TEXTURE0 + slot ); -+ -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); -+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE ); -+ -+ const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false; -+ let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); -+ image = verifyColorSpace( texture, image ); -+ -+ const supportsMips = isPowerOfTwo$1( image ) || isWebGL2, -+ glFormat = utils.convert( texture.format, texture.encoding ); -+ -+ let glType = utils.convert( texture.type ), -+ glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture ); -+ -+ setTextureParameters( textureType, texture, supportsMips ); -+ - let mipmap; - const mipmaps = texture.mipmaps; -- const useTexStorage = isWebGL2 && texture.isVideoTexture !== true; -- const allocateMemory = sourceProperties.__version === undefined || forceUpload === true; -- const levels = getMipLevels(texture, image, supportsMips); -- if (texture.isDepthTexture) { -+ -+ const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true ); -+ const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); -+ const levels = getMipLevels( texture, image, supportsMips ); -+ -+ if ( texture.isDepthTexture ) { -+ - // populate depth texture with dummy data - - glInternalFormat = _gl.DEPTH_COMPONENT; -- if (isWebGL2) { -- if (texture.type === FloatType) { -+ -+ if ( isWebGL2 ) { -+ -+ if ( texture.type === FloatType ) { -+ - glInternalFormat = _gl.DEPTH_COMPONENT32F; -- } else if (texture.type === UnsignedIntType) { -+ -+ } else if ( texture.type === UnsignedIntType ) { -+ - glInternalFormat = _gl.DEPTH_COMPONENT24; -- } else if (texture.type === UnsignedInt248Type) { -+ -+ } else if ( texture.type === UnsignedInt248Type ) { -+ - glInternalFormat = _gl.DEPTH24_STENCIL8; -+ - } else { -+ - glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D -+ - } -+ - } else { -- if (texture.type === FloatType) { -- console.error('WebGLRenderer: Floating point depth texture requires WebGL2.'); -+ -+ if ( texture.type === FloatType ) { -+ -+ console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); -+ - } -+ - } - - // validation checks for WebGL 1 - -- if (texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT) { -+ if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { -+ - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) -- if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) { -- console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.'); -+ if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); -+ - texture.type = UnsignedIntType; -- glType = utils.convert(texture.type); -+ glType = utils.convert( texture.type ); -+ - } -+ - } -- if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) { -+ -+ if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { -+ - // Depth stencil textures need the DEPTH_STENCIL internal format - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - glInternalFormat = _gl.DEPTH_STENCIL; -@@ -15174,911 +23373,1800 @@ - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) -- if (texture.type !== UnsignedInt248Type) { -- console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.'); -+ if ( texture.type !== UnsignedInt248Type ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); -+ - texture.type = UnsignedInt248Type; -- glType = utils.convert(texture.type); -+ glType = utils.convert( texture.type ); -+ - } -+ - } - - // - -- if (allocateMemory) { -- if (useTexStorage) { -- state.texStorage2D(_gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height); -+ if ( allocateMemory ) { -+ -+ if ( useTexStorage ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null); -+ -+ state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); -+ - } -+ - } -- } else if (texture.isDataTexture) { -+ -+ } else if ( texture.isDataTexture ) { -+ - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - -- if (mipmaps.length > 0 && supportsMips) { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height); -+ if ( mipmaps.length > 0 && supportsMips ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - texture.generateMipmaps = false; -+ - } else { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height); -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); -+ - } -- state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data); -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data); -+ -+ state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); -+ - } -+ - } -- } else if (texture.isCompressedTexture) { -- if (texture.isCompressedArrayTexture) { -- if (useTexStorage && allocateMemory) { -- state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height, image.depth); -+ -+ } else if ( texture.isCompressedTexture ) { -+ -+ if ( texture.isCompressedArrayTexture ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (texture.format !== RGBAFormat) { -- if (glFormat !== null) { -- if (useTexStorage) { -- state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( texture.format !== RGBAFormat ) { -+ -+ if ( glFormat !== null ) { -+ -+ if ( useTexStorage ) { -+ -+ state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 ); -+ - } else { -- state.compressedTexImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0); -+ -+ state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()'); -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); -+ - } else { -- state.texImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data); -+ -+ state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - } -+ - } else { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height); -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (texture.format !== RGBAFormat) { -- if (glFormat !== null) { -- if (useTexStorage) { -- state.compressedTexSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( texture.format !== RGBAFormat ) { -+ -+ if ( glFormat !== null ) { -+ -+ if ( useTexStorage ) { -+ -+ state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); -+ - } else { -- state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data); -+ -+ state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()'); -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - } -+ - } -- } else if (texture.isDataArrayTexture) { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth); -+ -+ } else if ( texture.isDataArrayTexture ) { -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); -+ - } -- state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data); -+ -+ state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); -+ - } else { -- state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data); -+ -+ state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); -+ - } -- } else if (texture.isData3DTexture) { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage3D(_gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth); -+ -+ } else if ( texture.isData3DTexture ) { -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); -+ - } -- state.texSubImage3D(_gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data); -+ -+ state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); -+ - } else { -- state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data); -+ -+ state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); -+ - } -- } else if (texture.isFramebufferTexture) { -- if (allocateMemory) { -- if (useTexStorage) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height); -+ -+ } else if ( texture.isFramebufferTexture ) { -+ -+ if ( allocateMemory ) { -+ -+ if ( useTexStorage ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); -+ - } else { -- let width = image.width, -- height = image.height; -- for (let i = 0; i < levels; i++) { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null); -+ -+ let width = image.width, height = image.height; -+ -+ for ( let i = 0; i < levels; i ++ ) { -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); -+ - width >>= 1; - height >>= 1; -+ - } -+ - } -+ - } -+ - } else { -+ - // regular Texture (image, video, canvas) - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - -- if (mipmaps.length > 0 && supportsMips) { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height); -+ if ( mipmaps.length > 0 && supportsMips ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); -+ - } -- for (let i = 0, il = mipmaps.length; i < il; i++) { -- mipmap = mipmaps[i]; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap); -+ -+ for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -+ -+ mipmap = mipmaps[ i ]; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap); -+ -+ state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); -+ - } -+ - } -+ - texture.generateMipmaps = false; -+ - } else { -- if (useTexStorage) { -- if (allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height); -+ -+ if ( useTexStorage ) { -+ -+ if ( allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); -+ - } -- state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image); -+ -+ state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image); -+ -+ state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); -+ - } -+ - } -+ - } -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -- generateMipmap(textureType); -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ -+ generateMipmap( textureType ); -+ - } -+ - sourceProperties.__version = source.version; -- if (texture.onUpdate) texture.onUpdate(texture); -+ -+ if ( texture.onUpdate ) texture.onUpdate( texture ); -+ - } -+ - textureProperties.__version = texture.version; -+ return true; -+ - } -- function uploadCubeTexture(textureProperties, texture, slot) { -- if (texture.image.length !== 6) return; -- const forceUpload = initTexture(textureProperties, texture); -+ -+ function uploadCubeTexture( textureProperties, texture, slot ) { -+ -+ if ( texture.image.length !== 6 ) return; -+ -+ const forceUpload = initTexture( textureProperties, texture ); - const source = texture.source; -- state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot); -- const sourceProperties = properties.get(source); -- if (source.version !== sourceProperties.__version || forceUpload === true) { -- state.activeTexture(_gl.TEXTURE0 + slot); -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment); -- _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE); -- const isCompressed = texture.isCompressedTexture || texture.image[0].isCompressedTexture; -- const isDataTexture = texture.image[0] && texture.image[0].isDataTexture; -+ -+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); -+ -+ const sourceProperties = properties.get( source ); -+ -+ if ( source.version !== sourceProperties.__version || forceUpload === true ) { -+ -+ state.activeTexture( _gl.TEXTURE0 + slot ); -+ -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); -+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE ); -+ -+ const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); -+ const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); -+ - const cubeImage = []; -- for (let i = 0; i < 6; i++) { -- if (!isCompressed && !isDataTexture) { -- cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ if ( ! isCompressed && ! isDataTexture ) { -+ -+ cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); -+ - } else { -- cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i]; -- } -- cubeImage[i] = verifyColorSpace(texture, cubeImage[i]); -- } -- const image = cubeImage[0], -- supportsMips = isPowerOfTwo$1(image) || isWebGL2, -- glFormat = utils.convert(texture.format, texture.encoding), -- glType = utils.convert(texture.type), -- glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding); -- const useTexStorage = isWebGL2 && texture.isVideoTexture !== true; -- const allocateMemory = sourceProperties.__version === undefined || forceUpload === true; -- let levels = getMipLevels(texture, image, supportsMips); -- setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips); -+ -+ cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; -+ -+ } -+ -+ cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); -+ -+ } -+ -+ const image = cubeImage[ 0 ], -+ supportsMips = isPowerOfTwo$1( image ) || isWebGL2, -+ glFormat = utils.convert( texture.format, texture.encoding ), -+ glType = utils.convert( texture.type ), -+ glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding ); -+ -+ const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true ); -+ const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); -+ let levels = getMipLevels( texture, image, supportsMips ); -+ -+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); -+ - let mipmaps; -- if (isCompressed) { -- if (useTexStorage && allocateMemory) { -- state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height); -- } -- for (let i = 0; i < 6; i++) { -- mipmaps = cubeImage[i].mipmaps; -- for (let j = 0; j < mipmaps.length; j++) { -- const mipmap = mipmaps[j]; -- if (texture.format !== RGBAFormat) { -- if (glFormat !== null) { -- if (useTexStorage) { -- state.compressedTexSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data); -+ -+ if ( isCompressed ) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ -+ state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); -+ -+ } -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ mipmaps = cubeImage[ i ].mipmaps; -+ -+ for ( let j = 0; j < mipmaps.length; j ++ ) { -+ -+ const mipmap = mipmaps[ j ]; -+ -+ if ( texture.format !== RGBAFormat ) { -+ -+ if ( glFormat !== null ) { -+ -+ if ( useTexStorage ) { -+ -+ state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); -+ - } else { -- state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data); -+ -+ state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()'); -+ -+ console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -+ - } -+ - } -+ - } -+ - } -+ - } else { -+ - mipmaps = texture.mipmaps; -- if (useTexStorage && allocateMemory) { -+ -+ if ( useTexStorage && allocateMemory ) { -+ - // TODO: Uniformly handle mipmap definitions - // Normal textures and compressed cube textures define base level + mips with their mipmap array - // Uncompressed cube textures use their mipmap array only for mips (no base level) - -- if (mipmaps.length > 0) levels++; -- state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[0].width, cubeImage[0].height); -+ if ( mipmaps.length > 0 ) levels ++; -+ -+ state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height ); -+ - } -- for (let i = 0; i < 6; i++) { -- if (isDataTexture) { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[i].width, cubeImage[i].height, glFormat, glType, cubeImage[i].data); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ if ( isDataTexture ) { -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); -+ - } -- for (let j = 0; j < mipmaps.length; j++) { -- const mipmap = mipmaps[j]; -- const mipmapImage = mipmap.image[i].image; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data); -+ -+ for ( let j = 0; j < mipmaps.length; j ++ ) { -+ -+ const mipmap = mipmaps[ j ]; -+ const mipmapImage = mipmap.image[ i ].image; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); -+ - } -+ - } -+ - } else { -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[i]); -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); -+ - } -- for (let j = 0; j < mipmaps.length; j++) { -- const mipmap = mipmaps[j]; -- if (useTexStorage) { -- state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[i]); -+ -+ for ( let j = 0; j < mipmaps.length; j ++ ) { -+ -+ const mipmap = mipmaps[ j ]; -+ -+ if ( useTexStorage ) { -+ -+ state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); -+ - } else { -- state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]); -+ -+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); -+ - } -+ - } -+ - } -+ - } -+ - } -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ - // We assume images for cube map have the same size. -- generateMipmap(_gl.TEXTURE_CUBE_MAP); -+ generateMipmap( _gl.TEXTURE_CUBE_MAP ); -+ -+ } -+ -+ sourceProperties.__version = source.version; -+ -+ if ( texture.onUpdate ) texture.onUpdate( texture ); -+ -+ } -+ -+ textureProperties.__version = texture.version; -+ -+ } -+ -+ // Render targets -+ -+ // Setup storage for target texture and bind it to correct framebuffer -+ function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) { -+ -+ const glFormat = utils.convert( texture.format, texture.encoding ); -+ const glType = utils.convert( texture.type ); -+ const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding ); -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ if ( ! renderTargetProperties.__hasExternalTextures ) { -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.numViews ); -+ -+ } else if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { -+ -+ state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); -+ -+ } else { -+ -+ state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); -+ -+ } -+ -+ } -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ const multisampled = useMultisampledRTT( renderTarget ); -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ if ( multisampled ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ), 0, renderTarget.numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, 0, renderTarget.numViews ); -+ -+ } -+ -+ } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 -+ -+ if ( multisampled ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); -+ -+ } -+ -+ } -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); -+ -+ } -+ -+ -+ // Setup storage for internal depth/stencil buffers and bind to correct framebuffer -+ function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ const useMultisample = useMultisampledRTT( renderTarget ); -+ const numViews = renderTarget.numViews; -+ -+ const depthTexture = renderTarget.depthTexture; -+ let glInternalFormat = _gl.DEPTH_COMPONENT24; -+ let glDepthAttachment = _gl.DEPTH_ATTACHMENT; -+ -+ if ( depthTexture && depthTexture.isDepthTexture ) { -+ -+ if ( depthTexture.type === FloatType ) { -+ -+ glInternalFormat = _gl.DEPTH_COMPONENT32F; -+ -+ } else if ( depthTexture.type === UnsignedInt248Type ) { -+ -+ glInternalFormat = _gl.DEPTH24_STENCIL8; -+ glDepthAttachment = _gl.DEPTH_STENCIL_ATTACHMENT; -+ -+ } -+ -+ // we're defaulting to _gl.DEPTH_COMPONENT24 so don't assign here -+ // or else DeepScan will complain -+ -+ // else if ( depthTexture.type === UnsignedIntType ) { -+ -+ // glInternalFormat = _gl.DEPTH_COMPONENT24; -+ -+ // } -+ -+ } -+ -+ let depthStencilTexture = properties.get( renderTarget.depthTexture ).__webglTexture; -+ if ( depthStencilTexture === undefined ) { -+ -+ depthStencilTexture = _gl.createTexture(); -+ _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture ); -+ _gl.texStorage3D( _gl.TEXTURE_2D_ARRAY, 1, glInternalFormat, renderTarget.width, renderTarget.height, numViews ); -+ - } -- sourceProperties.__version = source.version; -- if (texture.onUpdate) texture.onUpdate(texture); -- } -- textureProperties.__version = texture.version; -- } - -- // Render targets -+ if ( useMultisample ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, getRenderTargetSamples( renderTarget ), 0, numViews ); - -- // Setup storage for target texture and bind it to correct framebuffer -- function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) { -- const glFormat = utils.convert(texture.format, texture.encoding); -- const glType = utils.convert(texture.type); -- const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding); -- const renderTargetProperties = properties.get(renderTarget); -- if (!renderTargetProperties.__hasExternalTextures) { -- if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) { -- state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null); - } else { -- state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null); -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, 0, numViews ); -+ - } -- } -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0, getRenderTargetSamples(renderTarget)); -- } else if (textureTarget === _gl.TEXTURE_2D || textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z) { -- // see #24753 - -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0); -- } -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -- } -+ } else if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - -- // Setup storage for internal depth/stencil buffers and bind to correct framebuffer -- function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) { -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer); -- if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) { - let glInternalFormat = _gl.DEPTH_COMPONENT16; -- if (isMultisample || useMultisampledRTT(renderTarget)) { -+ -+ if ( isMultisample || useMultisampledRTT( renderTarget ) ) { -+ - const depthTexture = renderTarget.depthTexture; -- if (depthTexture && depthTexture.isDepthTexture) { -- if (depthTexture.type === FloatType) { -+ -+ if ( depthTexture && depthTexture.isDepthTexture ) { -+ -+ if ( depthTexture.type === FloatType ) { -+ - glInternalFormat = _gl.DEPTH_COMPONENT32F; -- } else if (depthTexture.type === UnsignedIntType) { -+ -+ } else if ( depthTexture.type === UnsignedIntType ) { -+ - glInternalFormat = _gl.DEPTH_COMPONENT24; -+ - } -+ - } -- const samples = getRenderTargetSamples(renderTarget); -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -+ -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ - } else { -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -+ -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ - } -+ - } else { -- _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height); -- } -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); -- } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) { -- const samples = getRenderTargetSamples(renderTarget); -- if (isMultisample && useMultisampledRTT(renderTarget) === false) { -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height); -- } else if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height); -+ -+ _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } -+ -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); -+ -+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { -+ -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { -+ -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); -+ -+ } else if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); -+ - } else { -- _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height); -+ -+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); -+ - } -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); -+ -+ -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); -+ - } else { -- const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture]; -- for (let i = 0; i < textures.length; i++) { -- const texture = textures[i]; -- const glFormat = utils.convert(texture.format, texture.encoding); -- const glType = utils.convert(texture.type); -- const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding); -- const samples = getRenderTargetSamples(renderTarget); -- if (isMultisample && useMultisampledRTT(renderTarget) === false) { -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -- } else if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -+ -+ const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ const texture = textures[ i ]; -+ -+ const glFormat = utils.convert( texture.format, texture.encoding ); -+ const glType = utils.convert( texture.type ); -+ const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding ); -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { -+ -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ } else if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ - } else { -- _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height); -+ -+ _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); -+ - } -+ - } -+ - } -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, null); -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); -+ - } - - // Setup resources for a Depth Texture for a FBO (needs an extension) -- function setupDepthTexture(framebuffer, renderTarget) { -- const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget; -- if (isCube) throw new Error('Depth Texture with cube render targets is not supported'); -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -- if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) { -- throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); -+ function setupDepthTexture( framebuffer, renderTarget ) { -+ -+ const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); -+ if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ -+ if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { -+ -+ throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); -+ - } - - // upload an empty depth texture with framebuffer size -- if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) { -+ if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || -+ renderTarget.depthTexture.image.width !== renderTarget.width || -+ renderTarget.depthTexture.image.height !== renderTarget.height ) { -+ - renderTarget.depthTexture.image.width = renderTarget.width; - renderTarget.depthTexture.image.height = renderTarget.height; - renderTarget.depthTexture.needsUpdate = true; -+ -+ } -+ -+ if ( renderTarget.depthTexture.image.depth != 1 ) { -+ -+ this.setTexture2DArray( renderTarget.depthTexture, 0 ); -+ -+ } else { -+ -+ this.setTexture2D( renderTarget.depthTexture, 0 ); -+ - } -- setTexture2D(renderTarget.depthTexture, 0); -- const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture; -- const samples = getRenderTargetSamples(renderTarget); -- if (renderTarget.depthTexture.format === DepthFormat) { -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples); -+ -+ const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; -+ const samples = getRenderTargetSamples( renderTarget ); -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ const useMultisample = useMultisampledRTT( renderTarget ); -+ const numViews = renderTarget.numViews; -+ -+ if ( renderTarget.depthTexture.format === DepthFormat ) { -+ -+ if ( useMultisample ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); -+ -+ } -+ -+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { -+ -+ if ( useMultisample ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); -+ -+ } -+ - } else { -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0); -+ -+ throw new Error( 'Unknown depthTexture format' ); -+ - } -- } else if (renderTarget.depthTexture.format === DepthStencilFormat) { -- if (useMultisampledRTT(renderTarget)) { -- multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples); -+ -+ } else { -+ -+ if ( renderTarget.depthTexture.format === DepthFormat ) { -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); -+ -+ } -+ -+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); -+ -+ } -+ - } else { -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0); -+ -+ throw new Error( 'Unknown depthTexture format' ); -+ - } -- } else { -- throw new Error('Unknown depthTexture format'); -+ - } -+ - } - - // Setup GL resources for a non-texture depth buffer -- function setupDepthRenderbuffer(renderTarget) { -- const renderTargetProperties = properties.get(renderTarget); -- const isCube = renderTarget.isWebGLCubeRenderTarget === true; -- if (renderTarget.depthTexture && !renderTargetProperties.__autoAllocateDepthBuffer) { -- if (isCube) throw new Error('target.depthTexture not supported in Cube render targets'); -- setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget); -+ function setupDepthRenderbuffer( renderTarget ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); -+ -+ if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { -+ -+ if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); -+ -+ this.setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); -+ - } else { -- if (isCube) { -+ -+ if ( isCube ) { -+ - renderTargetProperties.__webglDepthbuffer = []; -- for (let i = 0; i < 6; i++) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]); -- renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer(); -- setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); -+ renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); -+ setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); -+ - } -+ - } else { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); -- setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false); -+ setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); -+ - } -+ - } -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); -+ - } - - // rebind framebuffer with external textures -- function rebindTextures(renderTarget, colorTexture, depthTexture) { -- const renderTargetProperties = properties.get(renderTarget); -- if (colorTexture !== undefined) { -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D); -+ function rebindTextures( renderTarget, colorTexture, depthTexture ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ if ( colorTexture !== undefined ) { -+ -+ this.setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); -+ - } -- if (depthTexture !== undefined) { -- setupDepthRenderbuffer(renderTarget); -+ -+ if ( depthTexture !== undefined ) { -+ -+ this.setupDepthRenderbuffer( renderTarget ); -+ - } -+ - } - - // Set up GL resources for the render target -- function setupRenderTarget(renderTarget) { -+ function setupRenderTarget( renderTarget ) { -+ - const texture = renderTarget.texture; -- const renderTargetProperties = properties.get(renderTarget); -- const textureProperties = properties.get(texture); -- renderTarget.addEventListener('dispose', onRenderTargetDispose); -- if (renderTarget.isWebGLMultipleRenderTargets !== true) { -- if (textureProperties.__webglTexture === undefined) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ const textureProperties = properties.get( texture ); -+ -+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); -+ -+ if ( renderTarget.isWebGLMultipleRenderTargets !== true ) { -+ -+ if ( textureProperties.__webglTexture === undefined ) { -+ - textureProperties.__webglTexture = _gl.createTexture(); -+ - } -+ - textureProperties.__version = texture.version; -- info.memory.textures++; -+ info.memory.textures ++; -+ - } -- const isCube = renderTarget.isWebGLCubeRenderTarget === true; -- const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true; -- const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; -+ -+ const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); -+ const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); -+ const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; - - // Setup framebuffer - -- if (isCube) { -+ if ( isCube ) { -+ - renderTargetProperties.__webglFramebuffer = []; -- for (let i = 0; i < 6; i++) { -- renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer(); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); -+ - } -+ - } else { -+ - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); -- if (isMultipleRenderTargets) { -- if (capabilities.drawBuffers) { -+ -+ if ( isMultipleRenderTargets ) { -+ -+ if ( capabilities.drawBuffers ) { -+ - const textures = renderTarget.texture; -- for (let i = 0, il = textures.length; i < il; i++) { -- const attachmentProperties = properties.get(textures[i]); -- if (attachmentProperties.__webglTexture === undefined) { -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ const attachmentProperties = properties.get( textures[ i ] ); -+ -+ if ( attachmentProperties.__webglTexture === undefined ) { -+ - attachmentProperties.__webglTexture = _gl.createTexture(); -- info.memory.textures++; -+ -+ info.memory.textures ++; -+ - } -+ - } -+ - } else { -- console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.'); -+ -+ console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' ); -+ - } -+ - } -- if (isWebGL2 && renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) { -- const textures = isMultipleRenderTargets ? texture : [texture]; -+ -+ if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { -+ -+ const textures = isMultipleRenderTargets ? texture : [ texture ]; -+ - renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); - renderTargetProperties.__webglColorRenderbuffer = []; -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- for (let i = 0; i < textures.length; i++) { -- const texture = textures[i]; -- renderTargetProperties.__webglColorRenderbuffer[i] = _gl.createRenderbuffer(); -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -- const glFormat = utils.convert(texture.format, texture.encoding); -- const glType = utils.convert(texture.type); -- const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding, renderTarget.isXRRenderTarget === true); -- const samples = getRenderTargetSamples(renderTarget); -- _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -- } -- _gl.bindRenderbuffer(_gl.RENDERBUFFER, null); -- if (renderTarget.depthBuffer) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ const texture = textures[ i ]; -+ renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ -+ const glFormat = utils.convert( texture.format, texture.encoding ); -+ const glType = utils.convert( texture.type ); -+ const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, renderTarget.isXRRenderTarget === true ); -+ const samples = getRenderTargetSamples( renderTarget ); -+ _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); -+ -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ -+ } -+ -+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); -+ -+ if ( renderTarget.depthBuffer ) { -+ - renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); -- setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true); -+ setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); -+ - } -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); -+ - } -+ - } - - // Setup color buffer - -- if (isCube) { -- state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture); -- setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips); -- for (let i = 0; i < 6; i++) { -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i); -+ if ( isCube ) { -+ -+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); -+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); -+ -+ for ( let i = 0; i < 6; i ++ ) { -+ -+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); -+ - } -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -- generateMipmap(_gl.TEXTURE_CUBE_MAP); -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ -+ generateMipmap( _gl.TEXTURE_CUBE_MAP ); -+ - } -+ - state.unbindTexture(); -- } else if (isMultipleRenderTargets) { -+ -+ } else if ( isMultipleRenderTargets ) { -+ - const textures = renderTarget.texture; -- for (let i = 0, il = textures.length; i < il; i++) { -- const attachment = textures[i]; -- const attachmentProperties = properties.get(attachment); -- state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture); -- setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips); -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D); -- if (textureNeedsGenerateMipmaps(attachment, supportsMips)) { -- generateMipmap(_gl.TEXTURE_2D); -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ const attachment = textures[ i ]; -+ const attachmentProperties = properties.get( attachment ); -+ -+ state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture ); -+ setTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips ); -+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D ); -+ -+ if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) { -+ -+ generateMipmap( _gl.TEXTURE_2D ); -+ - } -+ - } -+ - state.unbindTexture(); -+ - } else { -+ - let glTextureType = _gl.TEXTURE_2D; -- if (renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget) { -- if (isWebGL2) { -+ -+ if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { -+ -+ if ( isWebGL2 ) { -+ - glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; -+ - } else { -- console.error('THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.'); -+ -+ console.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' ); -+ - } -+ -+ } -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ glTextureType = _gl.TEXTURE_2D_ARRAY; -+ - } -- state.bindTexture(glTextureType, textureProperties.__webglTexture); -- setTextureParameters(glTextureType, texture, supportsMips); -- setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType); -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -- generateMipmap(glTextureType); -+ -+ state.bindTexture( glTextureType, textureProperties.__webglTexture ); -+ setTextureParameters( glTextureType, texture, supportsMips ); -+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType ); -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ -+ generateMipmap( glTextureType ); -+ - } -+ - state.unbindTexture(); -+ - } - - // Setup depth and stencil buffers - -- if (renderTarget.depthBuffer) { -- setupDepthRenderbuffer(renderTarget); -+ if ( renderTarget.depthBuffer || renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ this.setupDepthRenderbuffer( renderTarget ); -+ - } -+ - } -- function updateRenderTargetMipmap(renderTarget) { -- const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; -- const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture]; -- for (let i = 0, il = textures.length; i < il; i++) { -- const texture = textures[i]; -- if (textureNeedsGenerateMipmaps(texture, supportsMips)) { -+ -+ function updateRenderTargetMipmap( renderTarget ) { -+ -+ const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; -+ -+ const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; -+ -+ for ( let i = 0, il = textures.length; i < il; i ++ ) { -+ -+ const texture = textures[ i ]; -+ -+ if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { -+ - const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; -- const webglTexture = properties.get(texture).__webglTexture; -- state.bindTexture(target, webglTexture); -- generateMipmap(target); -+ const webglTexture = properties.get( texture ).__webglTexture; -+ -+ state.bindTexture( target, webglTexture ); -+ generateMipmap( target ); - state.unbindTexture(); -+ - } -+ - } -+ - } -- function updateMultisampleRenderTarget(renderTarget) { -- if (isWebGL2 && renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) { -- const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [renderTarget.texture]; -+ -+ function updateMultisampleRenderTarget( renderTarget ) { -+ -+ if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { -+ -+ const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ]; - const width = renderTarget.width; - const height = renderTarget.height; - let mask = _gl.COLOR_BUFFER_BIT; - const invalidationArray = []; - const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; -- const renderTargetProperties = properties.get(renderTarget); -- const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true; -+ const renderTargetProperties = properties.get( renderTarget ); -+ const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); - - // If MRT we need to remove FBO attachments -- if (isMultipleRenderTargets) { -- for (let i = 0; i < textures.length; i++) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null); -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -- _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0); -+ if ( isMultipleRenderTargets ) { -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); -+ _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); -+ - } -+ - } -- state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -- for (let i = 0; i < textures.length; i++) { -- invalidationArray.push(_gl.COLOR_ATTACHMENT0 + i); -- if (renderTarget.depthBuffer) { -- invalidationArray.push(depthStyle); -+ -+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ invalidationArray.push( _gl.COLOR_ATTACHMENT0 + i ); -+ -+ if ( renderTarget.depthBuffer ) { -+ -+ invalidationArray.push( depthStyle ); -+ - } -- const ignoreDepthValues = renderTargetProperties.__ignoreDepthValues !== undefined ? renderTargetProperties.__ignoreDepthValues : false; -- if (ignoreDepthValues === false) { -- if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT; -- if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT; -+ -+ const ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false; -+ -+ if ( ignoreDepthValues === false ) { -+ -+ if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; -+ if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; -+ - } -- if (isMultipleRenderTargets) { -- _gl.framebufferRenderbuffer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -+ -+ if ( isMultipleRenderTargets ) { -+ -+ _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ - } -- if (ignoreDepthValues === true) { -- _gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, [depthStyle]); -- _gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, [depthStyle]); -+ -+ if ( ignoreDepthValues === true ) { -+ -+ _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] ); -+ _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); -+ - } -- if (isMultipleRenderTargets) { -- const webglTexture = properties.get(textures[i]).__webglTexture; -- _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0); -+ -+ if ( isMultipleRenderTargets ) { -+ -+ const webglTexture = properties.get( textures[ i ] ).__webglTexture; -+ _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); -+ - } -- _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST); -- if (supportsInvalidateFramebuffer) { -- _gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, invalidationArray); -+ -+ _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); -+ -+ if ( supportsInvalidateFramebuffer ) { -+ -+ _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray ); -+ - } -+ -+ - } -- state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null); -- state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null); -+ -+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); -+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); - - // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments -- if (isMultipleRenderTargets) { -- for (let i = 0; i < textures.length; i++) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]); -- const webglTexture = properties.get(textures[i]).__webglTexture; -- state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); -- _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0); -+ if ( isMultipleRenderTargets ) { -+ -+ for ( let i = 0; i < textures.length; i ++ ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); -+ -+ const webglTexture = properties.get( textures[ i ] ).__webglTexture; -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); -+ _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); -+ - } -+ - } -- state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); -+ -+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); -+ -+ - } -+ - } -- function getRenderTargetSamples(renderTarget) { -- return Math.min(maxSamples, renderTarget.samples); -+ -+ function getRenderTargetSamples( renderTarget ) { -+ -+ return Math.min( maxSamples, renderTarget.samples ); -+ - } -- function useMultisampledRTT(renderTarget) { -- const renderTargetProperties = properties.get(renderTarget); -- return isWebGL2 && renderTarget.samples > 0 && extensions.has('WEBGL_multisampled_render_to_texture') === true && renderTargetProperties.__useRenderToTexture !== false; -+ -+ function useMultisampledRTT( renderTarget ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ return isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; -+ - } -- function updateVideoTexture(texture) { -+ -+ function updateVideoTexture( texture ) { -+ - const frame = info.render.frame; - - // Check the last frame we updated the VideoTexture - -- if (_videoTextures.get(texture) !== frame) { -- _videoTextures.set(texture, frame); -+ if ( _videoTextures.get( texture ) !== frame ) { -+ -+ _videoTextures.set( texture, frame ); - texture.update(); -+ - } -+ - } -- function verifyColorSpace(texture, image) { -+ -+ function verifyColorSpace( texture, image ) { -+ - const encoding = texture.encoding; - const format = texture.format; - const type = texture.type; -- if (texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat) return image; -- if (encoding !== LinearEncoding) { -+ -+ if ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image; -+ -+ if ( encoding !== LinearEncoding ) { -+ - // sRGB - -- if (encoding === sRGBEncoding) { -- if (isWebGL2 === false) { -+ if ( encoding === sRGBEncoding ) { -+ -+ if ( isWebGL2 === false ) { -+ - // in WebGL 1, try to use EXT_sRGB extension and unsized formats - -- if (extensions.has('EXT_sRGB') === true && format === RGBAFormat) { -+ if ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) { -+ - texture.format = _SRGBAFormat; - - // it's not possible to generate mips in WebGL 1 with this extension - - texture.minFilter = LinearFilter; - texture.generateMipmaps = false; -+ - } else { -+ - // slow fallback (CPU decode) - -- image = ImageUtils.sRGBToLinear(image); -+ image = ImageUtils.sRGBToLinear( image ); -+ - } -+ - } else { -+ - // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format - -- if (format !== RGBAFormat || type !== UnsignedByteType) { -- console.warn('THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.'); -+ if ( format !== RGBAFormat || type !== UnsignedByteType ) { -+ -+ console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); -+ - } -+ - } -+ - } else { -- console.error('THREE.WebGLTextures: Unsupported texture encoding:', encoding); -+ -+ console.error( 'THREE.WebGLTextures: Unsupported texture encoding:', encoding ); -+ - } -+ - } -+ - return image; -+ - } - - // - - this.allocateTextureUnit = allocateTextureUnit; - this.resetTextureUnits = resetTextureUnits; -+ - this.setTexture2D = setTexture2D; - this.setTexture2DArray = setTexture2DArray; - this.setTexture3D = setTexture3D; - this.setTextureCube = setTextureCube; - this.rebindTextures = rebindTextures; -+ this.uploadTexture = uploadTexture; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; -+ this.setupDepthTexture = setupDepthTexture; - this.setupDepthRenderbuffer = setupDepthRenderbuffer; - this.setupFrameBufferTexture = setupFrameBufferTexture; - this.useMultisampledRTT = useMultisampledRTT; -+ this.runDeferredUploads = runDeferredUploads; -+ - } - -- function WebGLUtils(gl, extensions, capabilities) { -+ function WebGLUtils( gl, extensions, capabilities ) { -+ - const isWebGL2 = capabilities.isWebGL2; -- function convert(p, encoding = null) { -+ -+ function convert( p, encoding = null ) { -+ - let extension; -- if (p === UnsignedByteType) return gl.UNSIGNED_BYTE; -- if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4; -- if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1; -- if (p === ByteType) return gl.BYTE; -- if (p === ShortType) return gl.SHORT; -- if (p === UnsignedShortType) return gl.UNSIGNED_SHORT; -- if (p === IntType) return gl.INT; -- if (p === UnsignedIntType) return gl.UNSIGNED_INT; -- if (p === FloatType) return gl.FLOAT; -- if (p === HalfFloatType) { -- if (isWebGL2) return gl.HALF_FLOAT; -- extension = extensions.get('OES_texture_half_float'); -- if (extension !== null) { -+ -+ if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; -+ if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; -+ if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; -+ -+ if ( p === ByteType ) return gl.BYTE; -+ if ( p === ShortType ) return gl.SHORT; -+ if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; -+ if ( p === IntType ) return gl.INT; -+ if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; -+ if ( p === FloatType ) return gl.FLOAT; -+ -+ if ( p === HalfFloatType ) { -+ -+ if ( isWebGL2 ) return gl.HALF_FLOAT; -+ -+ extension = extensions.get( 'OES_texture_half_float' ); -+ -+ if ( extension !== null ) { -+ - return extension.HALF_FLOAT_OES; -+ - } else { -+ - return null; -+ - } -+ - } -- if (p === AlphaFormat) return gl.ALPHA; -- if (p === RGBAFormat) return gl.RGBA; -- if (p === LuminanceFormat) return gl.LUMINANCE; -- if (p === LuminanceAlphaFormat) return gl.LUMINANCE_ALPHA; -- if (p === DepthFormat) return gl.DEPTH_COMPONENT; -- if (p === DepthStencilFormat) return gl.DEPTH_STENCIL; -+ -+ if ( p === AlphaFormat ) return gl.ALPHA; -+ if ( p === RGBAFormat ) return gl.RGBA; -+ if ( p === LuminanceFormat ) return gl.LUMINANCE; -+ if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; -+ if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; -+ if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; - - // @deprecated since r137 - -- if (p === RGBFormat) { -- console.warn('THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228'); -+ if ( p === RGBFormat ) { -+ -+ console.warn( 'THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228' ); - return gl.RGBA; -+ - } - - // WebGL 1 sRGB fallback - -- if (p === _SRGBAFormat) { -- extension = extensions.get('EXT_sRGB'); -- if (extension !== null) { -+ if ( p === _SRGBAFormat ) { -+ -+ extension = extensions.get( 'EXT_sRGB' ); -+ -+ if ( extension !== null ) { -+ - return extension.SRGB_ALPHA_EXT; -+ - } else { -+ - return null; -+ - } -+ - } - - // WebGL2 formats. - -- if (p === RedFormat) return gl.RED; -- if (p === RedIntegerFormat) return gl.RED_INTEGER; -- if (p === RGFormat) return gl.RG; -- if (p === RGIntegerFormat) return gl.RG_INTEGER; -- if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER; -+ if ( p === RedFormat ) return gl.RED; -+ if ( p === RedIntegerFormat ) return gl.RED_INTEGER; -+ if ( p === RGFormat ) return gl.RG; -+ if ( p === RGIntegerFormat ) return gl.RG_INTEGER; -+ if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; - - // S3TC - -- if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) { -- if (encoding === sRGBEncoding) { -- extension = extensions.get('WEBGL_compressed_texture_s3tc_srgb'); -- if (extension !== null) { -- if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; -- if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; -- } else { -- return null; -- } -- } else { -- extension = extensions.get('WEBGL_compressed_texture_s3tc'); -- if (extension !== null) { -- if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; -- if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; -- if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; -- } else { -- return null; -- } -- } -+ if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { -+ -+ if ( encoding === sRGBEncoding ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; -+ if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } else { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; -+ if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; -+ if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ } -+ -+ // PVRTC -+ -+ if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; -+ if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; -+ if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; -+ if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // ETC1 -+ -+ if ( p === RGB_ETC1_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); -+ -+ if ( extension !== null ) { -+ -+ return extension.COMPRESSED_RGB_ETC1_WEBGL; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // ETC2 -+ -+ if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_etc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGB_ETC2_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; -+ if ( p === RGBA_ETC2_EAC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // ASTC -+ -+ if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || -+ p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || -+ p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || -+ p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || -+ p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { -+ -+ extension = extensions.get( 'WEBGL_compressed_texture_astc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGBA_ASTC_4x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; -+ if ( p === RGBA_ASTC_5x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; -+ if ( p === RGBA_ASTC_5x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; -+ if ( p === RGBA_ASTC_6x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; -+ if ( p === RGBA_ASTC_6x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; -+ if ( p === RGBA_ASTC_8x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; -+ if ( p === RGBA_ASTC_8x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; -+ if ( p === RGBA_ASTC_8x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; -+ if ( p === RGBA_ASTC_10x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; -+ if ( p === RGBA_ASTC_10x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; -+ if ( p === RGBA_ASTC_10x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; -+ if ( p === RGBA_ASTC_10x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; -+ if ( p === RGBA_ASTC_12x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; -+ if ( p === RGBA_ASTC_12x12_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // BPTC -+ -+ if ( p === RGBA_BPTC_Format ) { -+ -+ extension = extensions.get( 'EXT_texture_compression_bptc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGBA_BPTC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // RGTC -+ -+ if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { -+ -+ extension = extensions.get( 'EXT_texture_compression_rgtc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; -+ if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; -+ if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; -+ if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // -+ -+ if ( p === UnsignedInt248Type ) { -+ -+ if ( isWebGL2 ) return gl.UNSIGNED_INT_24_8; -+ -+ extension = extensions.get( 'WEBGL_depth_texture' ); -+ -+ if ( extension !== null ) { -+ -+ return extension.UNSIGNED_INT_24_8_WEBGL; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ -+ // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) -+ -+ return ( gl[ p ] !== undefined ) ? gl[ p ] : null; -+ -+ } -+ -+ return { convert: convert }; -+ -+ } -+ -+ /** -+ * @author fernandojsg / http://fernandojsg.com -+ * @author Takahiro https://github.com/takahirox -+ */ -+ -+ -+ class WebGLMultiview { -+ -+ constructor( renderer, extensions, gl ) { -+ -+ this.renderer = renderer; -+ -+ this.DEFAULT_NUMVIEWS = 2; -+ this.maxNumViews = 0; -+ this.gl = gl; -+ -+ this.extensions = extensions; -+ -+ this.available = this.extensions.has( 'OCULUS_multiview' ); -+ -+ if ( this.available ) { -+ -+ const extension = this.extensions.get( 'OCULUS_multiview' ); -+ -+ this.maxNumViews = this.gl.getParameter( extension.MAX_VIEWS_OVR ); -+ -+ this.mat4 = []; -+ this.mat3 = []; -+ this.cameraArray = []; -+ -+ for ( var i = 0; i < this.maxNumViews; i ++ ) { -+ -+ this.mat4[ i ] = new Matrix4(); -+ this.mat3[ i ] = new Matrix3(); -+ -+ } -+ -+ } -+ -+ } -+ -+ // -+ getCameraArray( camera ) { -+ -+ if ( camera.isArrayCamera ) return camera.cameras; -+ -+ this.cameraArray[ 0 ] = camera; -+ -+ return this.cameraArray; -+ -+ } -+ -+ updateCameraProjectionMatricesUniform( camera, uniforms ) { -+ -+ var cameras = this.getCameraArray( camera ); -+ -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].copy( cameras[ i ].projectionMatrix ); -+ - } - -- // PVRTC -+ uniforms.setValue( this.gl, 'projectionMatrices', this.mat4 ); - -- if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) { -- extension = extensions.get('WEBGL_compressed_texture_pvrtc'); -- if (extension !== null) { -- if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; -- if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; -- if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; -- if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; -- } else { -- return null; -- } -- } -+ } - -- // ETC1 -+ updateCameraViewMatricesUniform( camera, uniforms ) { - -- if (p === RGB_ETC1_Format) { -- extension = extensions.get('WEBGL_compressed_texture_etc1'); -- if (extension !== null) { -- return extension.COMPRESSED_RGB_ETC1_WEBGL; -- } else { -- return null; -- } -- } -+ var cameras = this.getCameraArray( camera ); - -- // ETC2 -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].copy( cameras[ i ].matrixWorldInverse ); - -- if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) { -- extension = extensions.get('WEBGL_compressed_texture_etc'); -- if (extension !== null) { -- if (p === RGB_ETC2_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; -- if (p === RGBA_ETC2_EAC_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; -- } else { -- return null; -- } - } - -- // ASTC -+ uniforms.setValue( this.gl, 'viewMatrices', this.mat4 ); - -- if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format) { -- extension = extensions.get('WEBGL_compressed_texture_astc'); -- if (extension !== null) { -- if (p === RGBA_ASTC_4x4_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; -- if (p === RGBA_ASTC_5x4_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; -- if (p === RGBA_ASTC_5x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; -- if (p === RGBA_ASTC_6x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; -- if (p === RGBA_ASTC_6x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; -- if (p === RGBA_ASTC_8x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; -- if (p === RGBA_ASTC_8x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; -- if (p === RGBA_ASTC_8x8_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; -- if (p === RGBA_ASTC_10x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; -- if (p === RGBA_ASTC_10x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; -- if (p === RGBA_ASTC_10x8_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; -- if (p === RGBA_ASTC_10x10_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; -- if (p === RGBA_ASTC_12x10_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; -- if (p === RGBA_ASTC_12x12_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; -- } else { -- return null; -- } -- } -+ } - -- // BPTC -+ updateObjectMatricesUniforms( object, camera, uniforms ) { - -- if (p === RGBA_BPTC_Format) { -- extension = extensions.get('EXT_texture_compression_bptc'); -- if (extension !== null) { -- if (p === RGBA_BPTC_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; -- } else { -- return null; -- } -- } -+ var cameras = this.getCameraArray( camera ); - -- // -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld ); -+ this.mat3[ i ].getNormalMatrix( this.mat4[ i ] ); - -- if (p === UnsignedInt248Type) { -- if (isWebGL2) return gl.UNSIGNED_INT_24_8; -- extension = extensions.get('WEBGL_depth_texture'); -- if (extension !== null) { -- return extension.UNSIGNED_INT_24_8_WEBGL; -- } else { -- return null; -- } - } - -- // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) -+ uniforms.setValue( this.gl, 'modelViewMatrices', this.mat4 ); -+ uniforms.setValue( this.gl, 'normalMatrices', this.mat3 ); - -- return gl[p] !== undefined ? gl[p] : null; - } -- return { -- convert: convert -- }; -+ - } - - class ArrayCamera extends PerspectiveCamera { -- constructor(array = []) { -+ -+ constructor( array = [] ) { -+ - super(); -+ - this.isArrayCamera = true; -+ - this.cameras = array; -+ - } -+ - } - - class Group extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isGroup = true; -+ - this.type = 'Group'; -+ - } -+ - } - -- const _moveEvent = { -- type: 'move' -- }; -+ const _moveEvent = { type: 'move' }; -+ - class WebXRController { -+ - constructor() { -+ - this._targetRay = null; - this._grip = null; - this._hand = null; -+ - } -+ - getHandSpace() { -- if (this._hand === null) { -+ -+ if ( this._hand === null ) { -+ - this._hand = new Group(); - this._hand.matrixAutoUpdate = false; - this._hand.visible = false; -+ - this._hand.joints = {}; -- this._hand.inputState = { -- pinching: false -- }; -+ this._hand.inputState = { pinching: false }; -+ - } -+ - return this._hand; -+ - } -+ - getTargetRaySpace() { -- if (this._targetRay === null) { -+ -+ if ( this._targetRay === null ) { -+ - this._targetRay = new Group(); - this._targetRay.matrixAutoUpdate = false; - this._targetRay.visible = false; -@@ -16086,11 +25174,17 @@ - this._targetRay.linearVelocity = new Vector3(); - this._targetRay.hasAngularVelocity = false; - this._targetRay.angularVelocity = new Vector3(); -+ - } -+ - return this._targetRay; -+ - } -+ - getGripSpace() { -- if (this._grip === null) { -+ -+ if ( this._grip === null ) { -+ - this._grip = new Group(); - this._grip.matrixAutoUpdate = false; - this._grip.visible = false; -@@ -16098,203 +25192,330 @@ - this._grip.linearVelocity = new Vector3(); - this._grip.hasAngularVelocity = false; - this._grip.angularVelocity = new Vector3(); -+ - } -+ - return this._grip; -+ - } -- dispatchEvent(event) { -- if (this._targetRay !== null) { -- this._targetRay.dispatchEvent(event); -+ -+ dispatchEvent( event ) { -+ -+ if ( this._targetRay !== null ) { -+ -+ this._targetRay.dispatchEvent( event ); -+ - } -- if (this._grip !== null) { -- this._grip.dispatchEvent(event); -+ -+ if ( this._grip !== null ) { -+ -+ this._grip.dispatchEvent( event ); -+ - } -- if (this._hand !== null) { -- this._hand.dispatchEvent(event); -+ -+ if ( this._hand !== null ) { -+ -+ this._hand.dispatchEvent( event ); -+ - } -+ - return this; -+ - } -- connect(inputSource) { -- if (inputSource && inputSource.hand) { -+ -+ connect( inputSource ) { -+ -+ if ( inputSource && inputSource.hand ) { -+ - const hand = this._hand; -- if (hand) { -- for (const inputjoint of inputSource.hand.values()) { -+ -+ if ( hand ) { -+ -+ for ( const inputjoint of inputSource.hand.values() ) { -+ - // Initialize hand with joints when connected -- this._getHandJoint(hand, inputjoint); -+ this._getHandJoint( hand, inputjoint ); -+ - } -+ - } -+ - } -- this.dispatchEvent({ -- type: 'connected', -- data: inputSource -- }); -+ -+ this.dispatchEvent( { type: 'connected', data: inputSource } ); -+ - return this; -+ - } -- disconnect(inputSource) { -- this.dispatchEvent({ -- type: 'disconnected', -- data: inputSource -- }); -- if (this._targetRay !== null) { -+ -+ disconnect( inputSource ) { -+ -+ this.dispatchEvent( { type: 'disconnected', data: inputSource } ); -+ -+ if ( this._targetRay !== null ) { -+ - this._targetRay.visible = false; -+ - } -- if (this._grip !== null) { -+ -+ if ( this._grip !== null ) { -+ - this._grip.visible = false; -+ - } -- if (this._hand !== null) { -+ -+ if ( this._hand !== null ) { -+ - this._hand.visible = false; -+ - } -+ - return this; -+ - } -- update(inputSource, frame, referenceSpace) { -+ -+ update( inputSource, frame, referenceSpace ) { -+ - let inputPose = null; - let gripPose = null; - let handPose = null; -+ - const targetRay = this._targetRay; - const grip = this._grip; - const hand = this._hand; -- if (inputSource && frame.session.visibilityState !== 'visible-blurred') { -- if (hand && inputSource.hand) { -+ -+ if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { -+ -+ if ( hand && inputSource.hand ) { -+ - handPose = true; -- for (const inputjoint of inputSource.hand.values()) { -+ -+ for ( const inputjoint of inputSource.hand.values() ) { -+ - // Update the joints groups with the XRJoint poses -- const jointPose = frame.getJointPose(inputjoint, referenceSpace); -+ const jointPose = frame.getJointPose( inputjoint, referenceSpace ); - - // The transform of this joint will be updated with the joint pose on each frame -- const joint = this._getHandJoint(hand, inputjoint); -- if (jointPose !== null) { -- joint.matrix.fromArray(jointPose.transform.matrix); -- joint.matrix.decompose(joint.position, joint.rotation, joint.scale); -+ const joint = this._getHandJoint( hand, inputjoint ); -+ -+ if ( jointPose !== null ) { -+ -+ joint.matrix.fromArray( jointPose.transform.matrix ); -+ joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); - joint.jointRadius = jointPose.radius; -+ - } -+ - joint.visible = jointPose !== null; -+ - } - - // Custom events - - // Check pinchz -- const indexTip = hand.joints['index-finger-tip']; -- const thumbTip = hand.joints['thumb-tip']; -- const distance = indexTip.position.distanceTo(thumbTip.position); -+ const indexTip = hand.joints[ 'index-finger-tip' ]; -+ const thumbTip = hand.joints[ 'thumb-tip' ]; -+ const distance = indexTip.position.distanceTo( thumbTip.position ); -+ - const distanceToPinch = 0.02; - const threshold = 0.005; -- if (hand.inputState.pinching && distance > distanceToPinch + threshold) { -+ -+ if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { -+ - hand.inputState.pinching = false; -- this.dispatchEvent({ -+ this.dispatchEvent( { - type: 'pinchend', - handedness: inputSource.handedness, - target: this -- }); -- } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) { -+ } ); -+ -+ } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { -+ - hand.inputState.pinching = true; -- this.dispatchEvent({ -+ this.dispatchEvent( { - type: 'pinchstart', - handedness: inputSource.handedness, - target: this -- }); -+ } ); -+ - } -+ - } else { -- if (grip !== null && inputSource.gripSpace) { -- gripPose = frame.getPose(inputSource.gripSpace, referenceSpace); -- if (gripPose !== null) { -- grip.matrix.fromArray(gripPose.transform.matrix); -- grip.matrix.decompose(grip.position, grip.rotation, grip.scale); -- if (gripPose.linearVelocity) { -+ -+ if ( grip !== null && inputSource.gripSpace ) { -+ -+ gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); -+ -+ if ( gripPose !== null ) { -+ -+ grip.matrix.fromArray( gripPose.transform.matrix ); -+ grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); -+ -+ if ( gripPose.linearVelocity ) { -+ - grip.hasLinearVelocity = true; -- grip.linearVelocity.copy(gripPose.linearVelocity); -+ grip.linearVelocity.copy( gripPose.linearVelocity ); -+ - } else { -+ - grip.hasLinearVelocity = false; -+ - } -- if (gripPose.angularVelocity) { -+ -+ if ( gripPose.angularVelocity ) { -+ - grip.hasAngularVelocity = true; -- grip.angularVelocity.copy(gripPose.angularVelocity); -+ grip.angularVelocity.copy( gripPose.angularVelocity ); -+ - } else { -+ - grip.hasAngularVelocity = false; -+ - } -+ - } -+ - } -+ - } -- if (targetRay !== null) { -- inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace); -+ -+ if ( targetRay !== null ) { -+ -+ inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); - - // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it -- if (inputPose === null && gripPose !== null) { -+ if ( inputPose === null && gripPose !== null ) { -+ - inputPose = gripPose; -+ - } -- if (inputPose !== null) { -- targetRay.matrix.fromArray(inputPose.transform.matrix); -- targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale); -- if (inputPose.linearVelocity) { -+ -+ if ( inputPose !== null ) { -+ -+ targetRay.matrix.fromArray( inputPose.transform.matrix ); -+ targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); -+ -+ if ( inputPose.linearVelocity ) { -+ - targetRay.hasLinearVelocity = true; -- targetRay.linearVelocity.copy(inputPose.linearVelocity); -+ targetRay.linearVelocity.copy( inputPose.linearVelocity ); -+ - } else { -+ - targetRay.hasLinearVelocity = false; -+ - } -- if (inputPose.angularVelocity) { -+ -+ if ( inputPose.angularVelocity ) { -+ - targetRay.hasAngularVelocity = true; -- targetRay.angularVelocity.copy(inputPose.angularVelocity); -+ targetRay.angularVelocity.copy( inputPose.angularVelocity ); -+ - } else { -+ - targetRay.hasAngularVelocity = false; -+ - } -- this.dispatchEvent(_moveEvent); -+ -+ this.dispatchEvent( _moveEvent ); -+ - } -+ - } -+ -+ - } -- if (targetRay !== null) { -- targetRay.visible = inputPose !== null; -+ -+ if ( targetRay !== null ) { -+ -+ targetRay.visible = ( inputPose !== null ); -+ - } -- if (grip !== null) { -- grip.visible = gripPose !== null; -+ -+ if ( grip !== null ) { -+ -+ grip.visible = ( gripPose !== null ); -+ - } -- if (hand !== null) { -- hand.visible = handPose !== null; -+ -+ if ( hand !== null ) { -+ -+ hand.visible = ( handPose !== null ); -+ - } -+ - return this; -+ - } - - // private method - -- _getHandJoint(hand, inputjoint) { -- if (hand.joints[inputjoint.jointName] === undefined) { -+ _getHandJoint( hand, inputjoint ) { -+ -+ if ( hand.joints[ inputjoint.jointName ] === undefined ) { -+ - const joint = new Group(); - joint.matrixAutoUpdate = false; - joint.visible = false; -- hand.joints[inputjoint.jointName] = joint; -- hand.add(joint); -+ hand.joints[ inputjoint.jointName ] = joint; -+ -+ hand.add( joint ); -+ - } -- return hand.joints[inputjoint.jointName]; -+ -+ return hand.joints[ inputjoint.jointName ]; -+ - } -+ - } - - class DepthTexture extends Texture { -- constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) { -+ -+ constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { -+ - format = format !== undefined ? format : DepthFormat; -- if (format !== DepthFormat && format !== DepthStencilFormat) { -- throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat'); -+ -+ if ( format !== DepthFormat && format !== DepthStencilFormat ) { -+ -+ throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); -+ - } -- if (type === undefined && format === DepthFormat) type = UnsignedIntType; -- if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type; -- super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); -+ -+ if ( type === undefined && format === DepthFormat ) type = UnsignedIntType; -+ if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; -+ -+ super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); -+ - this.isDepthTexture = true; -- this.image = { -- width: width, -- height: height -- }; -+ -+ this.image = { width: width, height: height }; -+ - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; -+ - this.flipY = false; - this.generateMipmaps = false; -+ - } -+ -+ - } - - class WebXRManager extends EventDispatcher { -- constructor(renderer, gl) { -+ -+ constructor( renderer, gl, extensions, useMultiview ) { -+ - super(); -+ - const scope = this; -+ - let session = null; - let framebufferScaleFactor = 1.0; -+ - let referenceSpace = null; - let referenceSpaceType = 'local-floor'; - let customReferenceSpace = null; -+ - let pose = null; - let glBinding = null; - let glProjLayer = null; -@@ -16303,23 +25524,29 @@ - const attributes = gl.getContextAttributes(); - let initialRenderTarget = null; - let newRenderTarget = null; -+ - const controllers = []; - const controllerInputSources = []; -+ - const planes = new Set(); - const planesLastChangedTimes = new Map(); - - // - - const cameraL = new PerspectiveCamera(); -- cameraL.layers.enable(1); -+ cameraL.layers.enable( 1 ); - cameraL.viewport = new Vector4(); -+ - const cameraR = new PerspectiveCamera(); -- cameraR.layers.enable(2); -+ cameraR.layers.enable( 2 ); - cameraR.viewport = new Vector4(); -- const cameras = [cameraL, cameraR]; -+ -+ const cameras = [ cameraL, cameraR ]; -+ - const cameraVR = new ArrayCamera(); -- cameraVR.layers.enable(1); -- cameraVR.layers.enable(2); -+ cameraVR.layers.enable( 1 ); -+ cameraVR.layers.enable( 2 ); -+ - let _currentDepthNear = null; - let _currentDepthFar = null; - -@@ -16327,68 +25554,107 @@ - - this.cameraAutoUpdate = true; - this.enabled = false; -+ - this.isPresenting = false; -- this.getController = function (index) { -- let controller = controllers[index]; -- if (controller === undefined) { -+ this.isMultiview = false; -+ -+ this.getController = function ( index ) { -+ -+ let controller = controllers[ index ]; -+ -+ if ( controller === undefined ) { -+ - controller = new WebXRController(); -- controllers[index] = controller; -+ controllers[ index ] = controller; -+ - } -+ - return controller.getTargetRaySpace(); -+ - }; -- this.getControllerGrip = function (index) { -- let controller = controllers[index]; -- if (controller === undefined) { -+ -+ this.getControllerGrip = function ( index ) { -+ -+ let controller = controllers[ index ]; -+ -+ if ( controller === undefined ) { -+ - controller = new WebXRController(); -- controllers[index] = controller; -+ controllers[ index ] = controller; -+ - } -+ - return controller.getGripSpace(); -+ - }; -- this.getHand = function (index) { -- let controller = controllers[index]; -- if (controller === undefined) { -+ -+ this.getHand = function ( index ) { -+ -+ let controller = controllers[ index ]; -+ -+ if ( controller === undefined ) { -+ - controller = new WebXRController(); -- controllers[index] = controller; -+ controllers[ index ] = controller; -+ - } -+ - return controller.getHandSpace(); -+ - }; - - // - -- function onSessionEvent(event) { -- const controllerIndex = controllerInputSources.indexOf(event.inputSource); -- if (controllerIndex === -1) { -- return; -- } -- const controller = controllers[controllerIndex]; -- if (controller !== undefined) { -- controller.dispatchEvent({ -- type: event.type, -- data: event.inputSource -- }); -+ function onSessionEvent( event ) { -+ -+ const controllerIndex = controllerInputSources.indexOf( event.inputSource ); -+ -+ if ( controllerIndex === - 1 ) { -+ -+ return; -+ -+ } -+ -+ const controller = controllers[ controllerIndex ]; -+ -+ if ( controller !== undefined ) { -+ -+ controller.dispatchEvent( { type: event.type, data: event.inputSource } ); -+ - } -+ - } -+ - function onSessionEnd() { -- session.removeEventListener('select', onSessionEvent); -- session.removeEventListener('selectstart', onSessionEvent); -- session.removeEventListener('selectend', onSessionEvent); -- session.removeEventListener('squeeze', onSessionEvent); -- session.removeEventListener('squeezestart', onSessionEvent); -- session.removeEventListener('squeezeend', onSessionEvent); -- session.removeEventListener('end', onSessionEnd); -- session.removeEventListener('inputsourceschange', onInputSourcesChange); -- for (let i = 0; i < controllers.length; i++) { -- const inputSource = controllerInputSources[i]; -- if (inputSource === null) continue; -- controllerInputSources[i] = null; -- controllers[i].disconnect(inputSource); -+ -+ session.removeEventListener( 'select', onSessionEvent ); -+ session.removeEventListener( 'selectstart', onSessionEvent ); -+ session.removeEventListener( 'selectend', onSessionEvent ); -+ session.removeEventListener( 'squeeze', onSessionEvent ); -+ session.removeEventListener( 'squeezestart', onSessionEvent ); -+ session.removeEventListener( 'squeezeend', onSessionEvent ); -+ session.removeEventListener( 'end', onSessionEnd ); -+ session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); -+ -+ for ( let i = 0; i < controllers.length; i ++ ) { -+ -+ const inputSource = controllerInputSources[ i ]; -+ -+ if ( inputSource === null ) continue; -+ -+ controllerInputSources[ i ] = null; -+ -+ controllers[ i ].disconnect( inputSource ); -+ - } -+ - _currentDepthNear = null; - _currentDepthFar = null; - - // restore framebuffer/rendering state - -- renderer.setRenderTarget(initialRenderTarget); -+ renderer.setRenderTarget( initialRenderTarget ); -+ - glBaseLayer = null; - glProjLayer = null; - glBinding = null; -@@ -16398,159 +25664,269 @@ - // - - animation.stop(); -+ - scope.isPresenting = false; -- scope.dispatchEvent({ -- type: 'sessionend' -- }); -+ -+ scope.dispatchEvent( { type: 'sessionend' } ); -+ - } -- this.setFramebufferScaleFactor = function (value) { -+ -+ this.setFramebufferScaleFactor = function ( value ) { -+ - framebufferScaleFactor = value; -- if (scope.isPresenting === true) { -- console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.'); -+ -+ if ( scope.isPresenting === true ) { -+ -+ console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); -+ - } -+ - }; -- this.setReferenceSpaceType = function (value) { -+ -+ this.setReferenceSpaceType = function ( value ) { -+ - referenceSpaceType = value; -- if (scope.isPresenting === true) { -- console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.'); -+ -+ if ( scope.isPresenting === true ) { -+ -+ console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); -+ - } -+ - }; -+ - this.getReferenceSpace = function () { -+ - return customReferenceSpace || referenceSpace; -+ - }; -- this.setReferenceSpace = function (space) { -+ -+ this.setReferenceSpace = function ( space ) { -+ - customReferenceSpace = space; -+ - }; -+ - this.getBaseLayer = function () { -+ - return glProjLayer !== null ? glProjLayer : glBaseLayer; -+ - }; -+ - this.getBinding = function () { -+ - return glBinding; -+ - }; -+ - this.getFrame = function () { -+ - return xrFrame; -+ - }; -+ - this.getSession = function () { -+ - return session; -+ - }; -- this.setSession = async function (value) { -+ -+ this.setSession = async function ( value ) { -+ - session = value; -- if (session !== null) { -+ -+ if ( session !== null ) { -+ - initialRenderTarget = renderer.getRenderTarget(); -- session.addEventListener('select', onSessionEvent); -- session.addEventListener('selectstart', onSessionEvent); -- session.addEventListener('selectend', onSessionEvent); -- session.addEventListener('squeeze', onSessionEvent); -- session.addEventListener('squeezestart', onSessionEvent); -- session.addEventListener('squeezeend', onSessionEvent); -- session.addEventListener('end', onSessionEnd); -- session.addEventListener('inputsourceschange', onInputSourcesChange); -- if (attributes.xrCompatible !== true) { -+ -+ session.addEventListener( 'select', onSessionEvent ); -+ session.addEventListener( 'selectstart', onSessionEvent ); -+ session.addEventListener( 'selectend', onSessionEvent ); -+ session.addEventListener( 'squeeze', onSessionEvent ); -+ session.addEventListener( 'squeezestart', onSessionEvent ); -+ session.addEventListener( 'squeezeend', onSessionEvent ); -+ session.addEventListener( 'end', onSessionEnd ); -+ session.addEventListener( 'inputsourceschange', onInputSourcesChange ); -+ -+ if ( attributes.xrCompatible !== true ) { -+ - await gl.makeXRCompatible(); -+ - } -- if (session.renderState.layers === undefined || renderer.capabilities.isWebGL2 === false) { -+ -+ if ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) { -+ - const layerInit = { -- antialias: session.renderState.layers === undefined ? attributes.antialias : true, -+ antialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true, - alpha: attributes.alpha, - depth: attributes.depth, - stencil: attributes.stencil, - framebufferScaleFactor: framebufferScaleFactor - }; -- glBaseLayer = new XRWebGLLayer(session, gl, layerInit); -- session.updateRenderState({ -- baseLayer: glBaseLayer -- }); -- newRenderTarget = new WebGLRenderTarget(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, { -- format: RGBAFormat, -- type: UnsignedByteType, -- encoding: renderer.outputEncoding, -- stencilBuffer: attributes.stencil -- }); -+ -+ glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); -+ -+ session.updateRenderState( { baseLayer: glBaseLayer } ); -+ -+ newRenderTarget = new WebGLRenderTarget( -+ glBaseLayer.framebufferWidth, -+ glBaseLayer.framebufferHeight, -+ { -+ format: RGBAFormat, -+ type: UnsignedByteType, -+ encoding: renderer.outputEncoding, -+ stencilBuffer: attributes.stencil -+ } -+ ); -+ - } else { -+ - let depthFormat = null; - let depthType = null; - let glDepthFormat = null; -- if (attributes.depth) { -+ -+ if ( attributes.depth ) { -+ - glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; - depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; - depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; -+ - } -+ -+ scope.isMultiview = useMultiview && extensions.has( 'OCULUS_multiview' ); -+ - const projectionlayerInit = { - colorFormat: gl.RGBA8, - depthFormat: glDepthFormat, - scaleFactor: framebufferScaleFactor - }; -- glBinding = new XRWebGLBinding(session, gl); -- glProjLayer = glBinding.createProjectionLayer(projectionlayerInit); -- session.updateRenderState({ -- layers: [glProjLayer] -- }); -- newRenderTarget = new WebGLRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, { -+ -+ if ( scope.isMultiview ) { -+ -+ projectionlayerInit.textureType = 'texture-array'; -+ -+ } -+ -+ glBinding = new XRWebGLBinding( session, gl ); -+ -+ glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); -+ -+ session.updateRenderState( { layers: [ glProjLayer ] } ); -+ -+ const rtOptions = { - format: RGBAFormat, - type: UnsignedByteType, -- depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat), -+ depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), - stencilBuffer: attributes.stencil, - encoding: renderer.outputEncoding, - samples: attributes.antialias ? 4 : 0 -- }); -- const renderTargetProperties = renderer.properties.get(newRenderTarget); -+ }; -+ -+ if ( scope.isMultiview ) { -+ -+ const extension = extensions.get( 'OCULUS_multiview' ); -+ -+ this.maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR ); -+ -+ newRenderTarget = new WebGLMultiviewRenderTarget( glProjLayer.textureWidth, glProjLayer.textureHeight, 2, rtOptions ); -+ -+ } else { -+ -+ newRenderTarget = new WebGLRenderTarget( -+ glProjLayer.textureWidth, -+ glProjLayer.textureHeight, -+ rtOptions ); -+ -+ } -+ -+ const renderTargetProperties = renderer.properties.get( newRenderTarget ); - renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; -+ - } -+ - newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 - - // Set foveation to maximum. -- this.setFoveation(1.0); -+ this.setFoveation( 1.0 ); -+ - customReferenceSpace = null; -- referenceSpace = await session.requestReferenceSpace(referenceSpaceType); -- animation.setContext(session); -+ referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); -+ -+ animation.setContext( session ); - animation.start(); -+ - scope.isPresenting = true; -- scope.dispatchEvent({ -- type: 'sessionstart' -- }); -+ -+ scope.dispatchEvent( { type: 'sessionstart' } ); -+ - } -+ - }; -- function onInputSourcesChange(event) { -+ -+ function onInputSourcesChange( event ) { -+ - // Notify disconnected - -- for (let i = 0; i < event.removed.length; i++) { -- const inputSource = event.removed[i]; -- const index = controllerInputSources.indexOf(inputSource); -- if (index >= 0) { -- controllerInputSources[index] = null; -- controllers[index].disconnect(inputSource); -+ for ( let i = 0; i < event.removed.length; i ++ ) { -+ -+ const inputSource = event.removed[ i ]; -+ const index = controllerInputSources.indexOf( inputSource ); -+ -+ if ( index >= 0 ) { -+ -+ controllerInputSources[ index ] = null; -+ controllers[ index ].disconnect( inputSource ); -+ - } -+ - } - - // Notify connected - -- for (let i = 0; i < event.added.length; i++) { -- const inputSource = event.added[i]; -- let controllerIndex = controllerInputSources.indexOf(inputSource); -- if (controllerIndex === -1) { -+ for ( let i = 0; i < event.added.length; i ++ ) { -+ -+ const inputSource = event.added[ i ]; -+ -+ let controllerIndex = controllerInputSources.indexOf( inputSource ); -+ -+ if ( controllerIndex === - 1 ) { -+ - // Assign input source a controller that currently has no input source - -- for (let i = 0; i < controllers.length; i++) { -- if (i >= controllerInputSources.length) { -- controllerInputSources.push(inputSource); -+ for ( let i = 0; i < controllers.length; i ++ ) { -+ -+ if ( i >= controllerInputSources.length ) { -+ -+ controllerInputSources.push( inputSource ); - controllerIndex = i; - break; -- } else if (controllerInputSources[i] === null) { -- controllerInputSources[i] = inputSource; -+ -+ } else if ( controllerInputSources[ i ] === null ) { -+ -+ controllerInputSources[ i ] = inputSource; - controllerIndex = i; - break; -+ - } -+ - } - - // If all controllers do currently receive input we ignore new ones - -- if (controllerIndex === -1) break; -+ if ( controllerIndex === - 1 ) break; -+ - } -- const controller = controllers[controllerIndex]; -- if (controller) { -- controller.connect(inputSource); -+ -+ const controller = controllers[ controllerIndex ]; -+ -+ if ( controller ) { -+ -+ controller.connect( inputSource ); -+ - } -+ - } -+ - } - - // -@@ -16564,36 +25940,40 @@ - * And that near and far planes are identical for both cameras. - * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 - */ -- function setProjectionFromUnion(camera, cameraL, cameraR) { -- cameraLPos.setFromMatrixPosition(cameraL.matrixWorld); -- cameraRPos.setFromMatrixPosition(cameraR.matrixWorld); -- const ipd = cameraLPos.distanceTo(cameraRPos); -+ function setProjectionFromUnion( camera, cameraL, cameraR ) { -+ -+ cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); -+ cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); -+ -+ const ipd = cameraLPos.distanceTo( cameraRPos ); -+ - const projL = cameraL.projectionMatrix.elements; - const projR = cameraR.projectionMatrix.elements; - - // VR systems will have identical far and near planes, and - // most likely identical top and bottom frustum extents. - // Use the left camera for these values. -- const near = projL[14] / (projL[10] - 1); -- const far = projL[14] / (projL[10] + 1); -- const topFov = (projL[9] + 1) / projL[5]; -- const bottomFov = (projL[9] - 1) / projL[5]; -- const leftFov = (projL[8] - 1) / projL[0]; -- const rightFov = (projR[8] + 1) / projR[0]; -+ const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); -+ const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); -+ const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; -+ const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; -+ -+ const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; -+ const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; - const left = near * leftFov; - const right = near * rightFov; - - // Calculate the new camera's position offset from the - // left camera. xOffset should be roughly half `ipd`. -- const zOffset = ipd / (-leftFov + rightFov); -- const xOffset = zOffset * -leftFov; -+ const zOffset = ipd / ( - leftFov + rightFov ); -+ const xOffset = zOffset * - leftFov; - - // TODO: Better way to apply this offset? -- cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale); -- camera.translateX(xOffset); -- camera.translateZ(zOffset); -- camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale); -- camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); -+ cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); -+ camera.translateX( xOffset ); -+ camera.translateZ( zOffset ); -+ camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); -+ camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); - - // Find the union of the frustum values of the cameras and scale - // the values so that the near plane's position does not change in world space, -@@ -16601,316 +25981,527 @@ - const near2 = near + zOffset; - const far2 = far + zOffset; - const left2 = left - xOffset; -- const right2 = right + (ipd - xOffset); -+ const right2 = right + ( ipd - xOffset ); - const top2 = topFov * far / far2 * near2; - const bottom2 = bottomFov * far / far2 * near2; -- camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2); -+ -+ camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); -+ - } -- function updateCamera(camera, parent) { -- if (parent === null) { -- camera.matrixWorld.copy(camera.matrix); -+ -+ function updateCamera( camera, parent ) { -+ -+ if ( parent === null ) { -+ -+ camera.matrixWorld.copy( camera.matrix ); -+ - } else { -- camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix); -+ -+ camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); -+ - } -- camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); -+ -+ camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); -+ - } -- this.updateCamera = function (camera) { -- if (session === null) return; -+ -+ this.updateCamera = function ( camera ) { -+ -+ if ( session === null ) return; -+ - cameraVR.near = cameraR.near = cameraL.near = camera.near; - cameraVR.far = cameraR.far = cameraL.far = camera.far; -- if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) { -+ -+ if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) { -+ - // Note that the new renderState won't apply until the next frame. See #18320 - -- session.updateRenderState({ -+ session.updateRenderState( { - depthNear: cameraVR.near, - depthFar: cameraVR.far -- }); -+ } ); -+ - _currentDepthNear = cameraVR.near; - _currentDepthFar = cameraVR.far; -+ - } -+ - const parent = camera.parent; - const cameras = cameraVR.cameras; -- updateCamera(cameraVR, parent); -- for (let i = 0; i < cameras.length; i++) { -- updateCamera(cameras[i], parent); -+ -+ updateCamera( cameraVR, parent ); -+ -+ for ( let i = 0; i < cameras.length; i ++ ) { -+ -+ updateCamera( cameras[ i ], parent ); -+ - } -- cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); -+ -+ cameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale ); - - // update user camera and its children - -- camera.matrix.copy(cameraVR.matrix); -- camera.matrix.decompose(camera.position, camera.quaternion, camera.scale); -+ camera.matrix.copy( cameraVR.matrix ); -+ camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); -+ - const children = camera.children; -- for (let i = 0, l = children.length; i < l; i++) { -- children[i].updateMatrixWorld(true); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ children[ i ].updateMatrixWorld( true ); -+ - } - - // update projection matrix for proper view frustum culling - -- if (cameras.length === 2) { -- setProjectionFromUnion(cameraVR, cameraL, cameraR); -+ if ( cameras.length === 2 ) { -+ -+ setProjectionFromUnion( cameraVR, cameraL, cameraR ); -+ - } else { -+ - // assume single camera setup (AR) - -- cameraVR.projectionMatrix.copy(cameraL.projectionMatrix); -+ cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); -+ - } -+ - }; -+ - this.getCamera = function () { -+ - return cameraVR; -+ - }; -+ - this.getFoveation = function () { -- if (glProjLayer !== null) { -+ -+ if ( glProjLayer !== null ) { -+ - return glProjLayer.fixedFoveation; -+ - } -- if (glBaseLayer !== null) { -+ -+ if ( glBaseLayer !== null ) { -+ - return glBaseLayer.fixedFoveation; -+ - } -+ - return undefined; -+ - }; -- this.setFoveation = function (foveation) { -+ -+ this.setFoveation = function ( foveation ) { -+ - // 0 = no foveation = full resolution - // 1 = maximum foveation = the edges render at lower resolution - -- if (glProjLayer !== null) { -+ if ( glProjLayer !== null ) { -+ - glProjLayer.fixedFoveation = foveation; -+ - } -- if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined) { -+ -+ if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { -+ - glBaseLayer.fixedFoveation = foveation; -+ - } -+ - }; -+ - this.getPlanes = function () { -+ - return planes; -+ - }; - - // Animation Loop - - let onAnimationFrameCallback = null; -- function onAnimationFrame(time, frame) { -- pose = frame.getViewerPose(customReferenceSpace || referenceSpace); -+ -+ function onAnimationFrame( time, frame ) { -+ -+ pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); - xrFrame = frame; -- if (pose !== null) { -+ -+ if ( pose !== null ) { -+ - const views = pose.views; -- if (glBaseLayer !== null) { -- renderer.setRenderTargetFramebuffer(newRenderTarget, glBaseLayer.framebuffer); -- renderer.setRenderTarget(newRenderTarget); -+ -+ if ( glBaseLayer !== null ) { -+ -+ renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); -+ renderer.setRenderTarget( newRenderTarget ); -+ - } -+ - let cameraVRNeedsUpdate = false; - - // check if it's necessary to rebuild cameraVR's camera list - -- if (views.length !== cameraVR.cameras.length) { -+ if ( views.length !== cameraVR.cameras.length ) { -+ - cameraVR.cameras.length = 0; - cameraVRNeedsUpdate = true; -+ - } -- for (let i = 0; i < views.length; i++) { -- const view = views[i]; -+ -+ for ( let i = 0; i < views.length; i ++ ) { -+ -+ const view = views[ i ]; -+ - let viewport = null; -- if (glBaseLayer !== null) { -- viewport = glBaseLayer.getViewport(view); -+ -+ if ( glBaseLayer !== null ) { -+ -+ viewport = glBaseLayer.getViewport( view ); -+ - } else { -- const glSubImage = glBinding.getViewSubImage(glProjLayer, view); -- viewport = glSubImage.viewport; - -+ const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); -+ viewport = glSubImage.viewport; - // For side-by-side projection, we only produce a single texture for both eyes. -- if (i === 0) { -- renderer.setRenderTargetTextures(newRenderTarget, glSubImage.colorTexture, glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture); -- renderer.setRenderTarget(newRenderTarget); -+ if ( i === 0 ) { -+ -+ renderer.setRenderTargetTextures( -+ newRenderTarget, -+ glSubImage.colorTexture, -+ glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture ); -+ -+ renderer.setRenderTarget( newRenderTarget ); -+ - } -+ - } -- let camera = cameras[i]; -- if (camera === undefined) { -+ -+ let camera = cameras[ i ]; -+ -+ if ( camera === undefined ) { -+ - camera = new PerspectiveCamera(); -- camera.layers.enable(i); -+ camera.layers.enable( i ); - camera.viewport = new Vector4(); -- cameras[i] = camera; -+ cameras[ i ] = camera; -+ - } -- camera.matrix.fromArray(view.transform.matrix); -- camera.projectionMatrix.fromArray(view.projectionMatrix); -- camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height); -- if (i === 0) { -- cameraVR.matrix.copy(camera.matrix); -+ -+ camera.matrix.fromArray( view.transform.matrix ); -+ camera.projectionMatrix.fromArray( view.projectionMatrix ); -+ camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); -+ -+ if ( i === 0 ) { -+ -+ cameraVR.matrix.copy( camera.matrix ); -+ - } -- if (cameraVRNeedsUpdate === true) { -- cameraVR.cameras.push(camera); -+ -+ if ( cameraVRNeedsUpdate === true ) { -+ -+ cameraVR.cameras.push( camera ); -+ - } -+ - } -+ - } - - // - -- for (let i = 0; i < controllers.length; i++) { -- const inputSource = controllerInputSources[i]; -- const controller = controllers[i]; -- if (inputSource !== null && controller !== undefined) { -- controller.update(inputSource, frame, customReferenceSpace || referenceSpace); -+ for ( let i = 0; i < controllers.length; i ++ ) { -+ -+ const inputSource = controllerInputSources[ i ]; -+ const controller = controllers[ i ]; -+ -+ if ( inputSource !== null && controller !== undefined ) { -+ -+ controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); -+ - } -+ - } -- if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame); -- if (frame.detectedPlanes) { -- scope.dispatchEvent({ -- type: 'planesdetected', -- data: frame.detectedPlanes -- }); -+ -+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); -+ -+ if ( frame.detectedPlanes ) { -+ -+ scope.dispatchEvent( { type: 'planesdetected', data: frame.detectedPlanes } ); -+ - let planesToRemove = null; -- for (const plane of planes) { -- if (!frame.detectedPlanes.has(plane)) { -- if (planesToRemove === null) { -+ -+ for ( const plane of planes ) { -+ -+ if ( ! frame.detectedPlanes.has( plane ) ) { -+ -+ if ( planesToRemove === null ) { -+ - planesToRemove = []; -+ - } -- planesToRemove.push(plane); -+ -+ planesToRemove.push( plane ); -+ - } -+ - } -- if (planesToRemove !== null) { -- for (const plane of planesToRemove) { -- planes.delete(plane); -- planesLastChangedTimes.delete(plane); -- scope.dispatchEvent({ -- type: 'planeremoved', -- data: plane -- }); -+ -+ if ( planesToRemove !== null ) { -+ -+ for ( const plane of planesToRemove ) { -+ -+ planes.delete( plane ); -+ planesLastChangedTimes.delete( plane ); -+ scope.dispatchEvent( { type: 'planeremoved', data: plane } ); -+ - } -+ - } -- for (const plane of frame.detectedPlanes) { -- if (!planes.has(plane)) { -- planes.add(plane); -- planesLastChangedTimes.set(plane, frame.lastChangedTime); -- scope.dispatchEvent({ -- type: 'planeadded', -- data: plane -- }); -+ -+ for ( const plane of frame.detectedPlanes ) { -+ -+ if ( ! planes.has( plane ) ) { -+ -+ planes.add( plane ); -+ planesLastChangedTimes.set( plane, frame.lastChangedTime ); -+ scope.dispatchEvent( { type: 'planeadded', data: plane } ); -+ - } else { -- const lastKnownTime = planesLastChangedTimes.get(plane); -- if (plane.lastChangedTime > lastKnownTime) { -- planesLastChangedTimes.set(plane, plane.lastChangedTime); -- scope.dispatchEvent({ -- type: 'planechanged', -- data: plane -- }); -+ -+ const lastKnownTime = planesLastChangedTimes.get( plane ); -+ -+ if ( plane.lastChangedTime > lastKnownTime ) { -+ -+ planesLastChangedTimes.set( plane, plane.lastChangedTime ); -+ scope.dispatchEvent( { type: 'planechanged', data: plane } ); -+ - } -+ - } -+ - } -+ - } -+ - xrFrame = null; -+ - } -+ - const animation = new WebGLAnimation(); -- animation.setAnimationLoop(onAnimationFrame); -- this.setAnimationLoop = function (callback) { -+ -+ animation.setAnimationLoop( onAnimationFrame ); -+ -+ this.setAnimationLoop = function ( callback ) { -+ - onAnimationFrameCallback = callback; -+ - }; -+ - this.dispose = function () {}; -+ - } -+ - } - -- function WebGLMaterials(renderer, properties) { -- function refreshFogUniforms(uniforms, fog) { -- fog.color.getRGB(uniforms.fogColor.value, getUnlitUniformColorSpace(renderer)); -- if (fog.isFog) { -+ function WebGLMaterials( renderer, properties ) { -+ -+ function refreshFogUniforms( uniforms, fog ) { -+ -+ fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) ); -+ -+ if ( fog.isFog ) { -+ - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; -- } else if (fog.isFogExp2) { -+ -+ } else if ( fog.isFogExp2 ) { -+ - uniforms.fogDensity.value = fog.density; -+ - } -+ - } -- function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) { -- if (material.isMeshBasicMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isMeshLambertMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isMeshToonMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsToon(uniforms, material); -- } else if (material.isMeshPhongMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsPhong(uniforms, material); -- } else if (material.isMeshStandardMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsStandard(uniforms, material); -- if (material.isMeshPhysicalMaterial) { -- refreshUniformsPhysical(uniforms, material, transmissionRenderTarget); -- } -- } else if (material.isMeshMatcapMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsMatcap(uniforms, material); -- } else if (material.isMeshDepthMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isMeshDistanceMaterial) { -- refreshUniformsCommon(uniforms, material); -- refreshUniformsDistance(uniforms, material); -- } else if (material.isMeshNormalMaterial) { -- refreshUniformsCommon(uniforms, material); -- } else if (material.isLineBasicMaterial) { -- refreshUniformsLine(uniforms, material); -- if (material.isLineDashedMaterial) { -- refreshUniformsDash(uniforms, material); -- } -- } else if (material.isPointsMaterial) { -- refreshUniformsPoints(uniforms, material, pixelRatio, height); -- } else if (material.isSpriteMaterial) { -- refreshUniformsSprites(uniforms, material); -- } else if (material.isShadowMaterial) { -- uniforms.color.value.copy(material.color); -+ -+ function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) { -+ -+ if ( material.isMeshBasicMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isMeshLambertMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isMeshToonMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsToon( uniforms, material ); -+ -+ } else if ( material.isMeshPhongMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsPhong( uniforms, material ); -+ -+ } else if ( material.isMeshStandardMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsStandard( uniforms, material ); -+ -+ if ( material.isMeshPhysicalMaterial ) { -+ -+ refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); -+ -+ } -+ -+ } else if ( material.isMeshMatcapMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsMatcap( uniforms, material ); -+ -+ } else if ( material.isMeshDepthMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isMeshDistanceMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ refreshUniformsDistance( uniforms, material ); -+ -+ } else if ( material.isMeshNormalMaterial ) { -+ -+ refreshUniformsCommon( uniforms, material ); -+ -+ } else if ( material.isLineBasicMaterial ) { -+ -+ refreshUniformsLine( uniforms, material ); -+ -+ if ( material.isLineDashedMaterial ) { -+ -+ refreshUniformsDash( uniforms, material ); -+ -+ } -+ -+ } else if ( material.isPointsMaterial ) { -+ -+ refreshUniformsPoints( uniforms, material, pixelRatio, height ); -+ -+ } else if ( material.isSpriteMaterial ) { -+ -+ refreshUniformsSprites( uniforms, material ); -+ -+ } else if ( material.isShadowMaterial ) { -+ -+ uniforms.color.value.copy( material.color ); - uniforms.opacity.value = material.opacity; -- } else if (material.isShaderMaterial) { -+ -+ } else if ( material.isShaderMaterial ) { -+ - material.uniformsNeedUpdate = false; // #15581 -+ - } -+ - } - -- function refreshUniformsCommon(uniforms, material) { -+ function refreshUniformsCommon( uniforms, material ) { -+ - uniforms.opacity.value = material.opacity; -- if (material.color) { -- uniforms.diffuse.value.copy(material.color); -+ -+ if ( material.color ) { -+ -+ uniforms.diffuse.value.copy( material.color ); -+ - } -- if (material.emissive) { -- uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity); -+ -+ if ( material.emissive ) { -+ -+ uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); -+ - } -- if (material.map) { -+ -+ if ( material.map ) { -+ - uniforms.map.value = material.map; -+ - } -- if (material.alphaMap) { -+ -+ if ( material.alphaMap ) { -+ - uniforms.alphaMap.value = material.alphaMap; -+ - } -- if (material.bumpMap) { -+ -+ if ( material.bumpMap ) { -+ - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; -- if (material.side === BackSide) uniforms.bumpScale.value *= -1; -+ if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; -+ - } -- if (material.displacementMap) { -+ -+ if ( material.displacementMap ) { -+ - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; -+ - } -- if (material.emissiveMap) { -+ -+ if ( material.emissiveMap ) { -+ - uniforms.emissiveMap.value = material.emissiveMap; -+ - } -- if (material.normalMap) { -+ -+ if ( material.normalMap ) { -+ - uniforms.normalMap.value = material.normalMap; -- uniforms.normalScale.value.copy(material.normalScale); -- if (material.side === BackSide) uniforms.normalScale.value.negate(); -+ uniforms.normalScale.value.copy( material.normalScale ); -+ if ( material.side === BackSide ) uniforms.normalScale.value.negate(); -+ - } -- if (material.specularMap) { -+ -+ if ( material.specularMap ) { -+ - uniforms.specularMap.value = material.specularMap; -+ - } -- if (material.alphaTest > 0) { -+ -+ if ( material.alphaTest > 0 ) { -+ - uniforms.alphaTest.value = material.alphaTest; -+ - } -- const envMap = properties.get(material).envMap; -- if (envMap) { -+ -+ const envMap = properties.get( material ).envMap; -+ -+ if ( envMap ) { -+ - uniforms.envMap.value = envMap; -- uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1; -+ -+ uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; -+ - uniforms.reflectivity.value = material.reflectivity; - uniforms.ior.value = material.ior; - uniforms.refractionRatio.value = material.refractionRatio; -+ - } -- if (material.lightMap) { -+ -+ if ( material.lightMap ) { -+ - uniforms.lightMap.value = material.lightMap; - - // artist-friendly light intensity scaling factor -- const scaleFactor = renderer.physicallyCorrectLights !== true ? Math.PI : 1; -+ const scaleFactor = ( renderer.physicallyCorrectLights !== true ) ? Math.PI : 1; -+ - uniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor; -+ - } -- if (material.aoMap) { -+ -+ if ( material.aoMap ) { -+ - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; -+ - } - - // uv repeat and offset setting priorities -@@ -16934,56 +26525,106 @@ - // 18. thickness map - - let uvScaleMap; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uvScaleMap = material.map; -- } else if (material.specularMap) { -+ -+ } else if ( material.specularMap ) { -+ - uvScaleMap = material.specularMap; -- } else if (material.displacementMap) { -+ -+ } else if ( material.displacementMap ) { -+ - uvScaleMap = material.displacementMap; -- } else if (material.normalMap) { -+ -+ } else if ( material.normalMap ) { -+ - uvScaleMap = material.normalMap; -- } else if (material.bumpMap) { -+ -+ } else if ( material.bumpMap ) { -+ - uvScaleMap = material.bumpMap; -- } else if (material.roughnessMap) { -+ -+ } else if ( material.roughnessMap ) { -+ - uvScaleMap = material.roughnessMap; -- } else if (material.metalnessMap) { -+ -+ } else if ( material.metalnessMap ) { -+ - uvScaleMap = material.metalnessMap; -- } else if (material.alphaMap) { -+ -+ } else if ( material.alphaMap ) { -+ - uvScaleMap = material.alphaMap; -- } else if (material.emissiveMap) { -+ -+ } else if ( material.emissiveMap ) { -+ - uvScaleMap = material.emissiveMap; -- } else if (material.clearcoatMap) { -+ -+ } else if ( material.clearcoatMap ) { -+ - uvScaleMap = material.clearcoatMap; -- } else if (material.clearcoatNormalMap) { -+ -+ } else if ( material.clearcoatNormalMap ) { -+ - uvScaleMap = material.clearcoatNormalMap; -- } else if (material.clearcoatRoughnessMap) { -+ -+ } else if ( material.clearcoatRoughnessMap ) { -+ - uvScaleMap = material.clearcoatRoughnessMap; -- } else if (material.iridescenceMap) { -+ -+ } else if ( material.iridescenceMap ) { -+ - uvScaleMap = material.iridescenceMap; -- } else if (material.iridescenceThicknessMap) { -+ -+ } else if ( material.iridescenceThicknessMap ) { -+ - uvScaleMap = material.iridescenceThicknessMap; -- } else if (material.specularIntensityMap) { -+ -+ } else if ( material.specularIntensityMap ) { -+ - uvScaleMap = material.specularIntensityMap; -- } else if (material.specularColorMap) { -+ -+ } else if ( material.specularColorMap ) { -+ - uvScaleMap = material.specularColorMap; -- } else if (material.transmissionMap) { -+ -+ } else if ( material.transmissionMap ) { -+ - uvScaleMap = material.transmissionMap; -- } else if (material.thicknessMap) { -+ -+ } else if ( material.thicknessMap ) { -+ - uvScaleMap = material.thicknessMap; -- } else if (material.sheenColorMap) { -+ -+ } else if ( material.sheenColorMap ) { -+ - uvScaleMap = material.sheenColorMap; -- } else if (material.sheenRoughnessMap) { -+ -+ } else if ( material.sheenRoughnessMap ) { -+ - uvScaleMap = material.sheenRoughnessMap; -+ - } -- if (uvScaleMap !== undefined) { -+ -+ if ( uvScaleMap !== undefined ) { -+ - // backwards compatibility -- if (uvScaleMap.isWebGLRenderTarget) { -+ if ( uvScaleMap.isWebGLRenderTarget ) { -+ - uvScaleMap = uvScaleMap.texture; -+ - } -- if (uvScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uvScaleMap.matrixAutoUpdate === true ) { -+ - uvScaleMap.updateMatrix(); -+ - } -- uniforms.uvTransform.value.copy(uvScaleMap.matrix); -+ -+ uniforms.uvTransform.value.copy( uvScaleMap.matrix ); -+ - } - - // uv repeat and offset setting priorities for uv2 -@@ -16991,44 +26632,76 @@ - // 2. light map - - let uv2ScaleMap; -- if (material.aoMap) { -+ -+ if ( material.aoMap ) { -+ - uv2ScaleMap = material.aoMap; -- } else if (material.lightMap) { -+ -+ } else if ( material.lightMap ) { -+ - uv2ScaleMap = material.lightMap; -+ - } -- if (uv2ScaleMap !== undefined) { -+ -+ if ( uv2ScaleMap !== undefined ) { -+ - // backwards compatibility -- if (uv2ScaleMap.isWebGLRenderTarget) { -+ if ( uv2ScaleMap.isWebGLRenderTarget ) { -+ - uv2ScaleMap = uv2ScaleMap.texture; -+ - } -- if (uv2ScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uv2ScaleMap.matrixAutoUpdate === true ) { -+ - uv2ScaleMap.updateMatrix(); -+ - } -- uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix); -+ -+ uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix ); -+ - } -+ - } -- function refreshUniformsLine(uniforms, material) { -- uniforms.diffuse.value.copy(material.color); -+ -+ function refreshUniformsLine( uniforms, material ) { -+ -+ uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; -+ - } -- function refreshUniformsDash(uniforms, material) { -+ -+ function refreshUniformsDash( uniforms, material ) { -+ - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; -+ - } -- function refreshUniformsPoints(uniforms, material, pixelRatio, height) { -- uniforms.diffuse.value.copy(material.color); -+ -+ function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { -+ -+ uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * pixelRatio; - uniforms.scale.value = height * 0.5; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uniforms.map.value = material.map; -+ - } -- if (material.alphaMap) { -+ -+ if ( material.alphaMap ) { -+ - uniforms.alphaMap.value = material.alphaMap; -+ - } -- if (material.alphaTest > 0) { -+ -+ if ( material.alphaTest > 0 ) { -+ - uniforms.alphaTest.value = material.alphaTest; -+ - } - - // uv repeat and offset setting priorities -@@ -17036,30 +26709,53 @@ - // 2. alpha map - - let uvScaleMap; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uvScaleMap = material.map; -- } else if (material.alphaMap) { -+ -+ } else if ( material.alphaMap ) { -+ - uvScaleMap = material.alphaMap; -+ - } -- if (uvScaleMap !== undefined) { -- if (uvScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uvScaleMap !== undefined ) { -+ -+ if ( uvScaleMap.matrixAutoUpdate === true ) { -+ - uvScaleMap.updateMatrix(); -+ - } -- uniforms.uvTransform.value.copy(uvScaleMap.matrix); -+ -+ uniforms.uvTransform.value.copy( uvScaleMap.matrix ); -+ - } -+ - } -- function refreshUniformsSprites(uniforms, material) { -- uniforms.diffuse.value.copy(material.color); -+ -+ function refreshUniformsSprites( uniforms, material ) { -+ -+ uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.rotation.value = material.rotation; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uniforms.map.value = material.map; -+ - } -- if (material.alphaMap) { -+ -+ if ( material.alphaMap ) { -+ - uniforms.alphaMap.value = material.alphaMap; -+ - } -- if (material.alphaTest > 0) { -+ -+ if ( material.alphaTest > 0 ) { -+ - uniforms.alphaTest.value = material.alphaTest; -+ - } - - // uv repeat and offset setting priorities -@@ -17067,414 +26763,667 @@ - // 2. alpha map - - let uvScaleMap; -- if (material.map) { -+ -+ if ( material.map ) { -+ - uvScaleMap = material.map; -- } else if (material.alphaMap) { -+ -+ } else if ( material.alphaMap ) { -+ - uvScaleMap = material.alphaMap; -+ - } -- if (uvScaleMap !== undefined) { -- if (uvScaleMap.matrixAutoUpdate === true) { -+ -+ if ( uvScaleMap !== undefined ) { -+ -+ if ( uvScaleMap.matrixAutoUpdate === true ) { -+ - uvScaleMap.updateMatrix(); -+ - } -- uniforms.uvTransform.value.copy(uvScaleMap.matrix); -+ -+ uniforms.uvTransform.value.copy( uvScaleMap.matrix ); -+ - } -+ - } -- function refreshUniformsPhong(uniforms, material) { -- uniforms.specular.value.copy(material.specular); -- uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 ) -+ -+ function refreshUniformsPhong( uniforms, material ) { -+ -+ uniforms.specular.value.copy( material.specular ); -+ uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) -+ - } - -- function refreshUniformsToon(uniforms, material) { -- if (material.gradientMap) { -+ function refreshUniformsToon( uniforms, material ) { -+ -+ if ( material.gradientMap ) { -+ - uniforms.gradientMap.value = material.gradientMap; -+ - } -+ - } -- function refreshUniformsStandard(uniforms, material) { -+ -+ function refreshUniformsStandard( uniforms, material ) { -+ - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; -- if (material.roughnessMap) { -+ -+ if ( material.roughnessMap ) { -+ - uniforms.roughnessMap.value = material.roughnessMap; -+ - } -- if (material.metalnessMap) { -+ -+ if ( material.metalnessMap ) { -+ - uniforms.metalnessMap.value = material.metalnessMap; -+ - } -- const envMap = properties.get(material).envMap; -- if (envMap) { -+ -+ const envMap = properties.get( material ).envMap; -+ -+ if ( envMap ) { -+ - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; -+ - } -+ - } -- function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) { -+ -+ function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { -+ - uniforms.ior.value = material.ior; // also part of uniforms common - -- if (material.sheen > 0) { -- uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen); -+ if ( material.sheen > 0 ) { -+ -+ uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); -+ - uniforms.sheenRoughness.value = material.sheenRoughness; -- if (material.sheenColorMap) { -+ -+ if ( material.sheenColorMap ) { -+ - uniforms.sheenColorMap.value = material.sheenColorMap; -+ - } -- if (material.sheenRoughnessMap) { -+ -+ if ( material.sheenRoughnessMap ) { -+ - uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; -+ - } -+ - } -- if (material.clearcoat > 0) { -+ -+ if ( material.clearcoat > 0 ) { -+ - uniforms.clearcoat.value = material.clearcoat; - uniforms.clearcoatRoughness.value = material.clearcoatRoughness; -- if (material.clearcoatMap) { -+ -+ if ( material.clearcoatMap ) { -+ - uniforms.clearcoatMap.value = material.clearcoatMap; -+ - } -- if (material.clearcoatRoughnessMap) { -+ -+ if ( material.clearcoatRoughnessMap ) { -+ - uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; -+ - } -- if (material.clearcoatNormalMap) { -- uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale); -+ -+ if ( material.clearcoatNormalMap ) { -+ -+ uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); - uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; -- if (material.side === BackSide) { -+ -+ if ( material.side === BackSide ) { -+ - uniforms.clearcoatNormalScale.value.negate(); -+ - } -+ - } -+ - } -- if (material.iridescence > 0) { -+ -+ if ( material.iridescence > 0 ) { -+ - uniforms.iridescence.value = material.iridescence; - uniforms.iridescenceIOR.value = material.iridescenceIOR; -- uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[0]; -- uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[1]; -- if (material.iridescenceMap) { -+ uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; -+ uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; -+ -+ if ( material.iridescenceMap ) { -+ - uniforms.iridescenceMap.value = material.iridescenceMap; -+ - } -- if (material.iridescenceThicknessMap) { -+ -+ if ( material.iridescenceThicknessMap ) { -+ - uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; -+ - } -+ - } -- if (material.transmission > 0) { -+ -+ if ( material.transmission > 0 ) { -+ - uniforms.transmission.value = material.transmission; - uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; -- uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height); -- if (material.transmissionMap) { -+ uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); -+ -+ if ( material.transmissionMap ) { -+ - uniforms.transmissionMap.value = material.transmissionMap; -+ - } -+ - uniforms.thickness.value = material.thickness; -- if (material.thicknessMap) { -+ -+ if ( material.thicknessMap ) { -+ - uniforms.thicknessMap.value = material.thicknessMap; -+ - } -+ - uniforms.attenuationDistance.value = material.attenuationDistance; -- uniforms.attenuationColor.value.copy(material.attenuationColor); -+ uniforms.attenuationColor.value.copy( material.attenuationColor ); -+ - } -+ - uniforms.specularIntensity.value = material.specularIntensity; -- uniforms.specularColor.value.copy(material.specularColor); -- if (material.specularIntensityMap) { -+ uniforms.specularColor.value.copy( material.specularColor ); -+ -+ if ( material.specularIntensityMap ) { -+ - uniforms.specularIntensityMap.value = material.specularIntensityMap; -+ - } -- if (material.specularColorMap) { -+ -+ if ( material.specularColorMap ) { -+ - uniforms.specularColorMap.value = material.specularColorMap; -+ - } -+ - } -- function refreshUniformsMatcap(uniforms, material) { -- if (material.matcap) { -+ -+ function refreshUniformsMatcap( uniforms, material ) { -+ -+ if ( material.matcap ) { -+ - uniforms.matcap.value = material.matcap; -+ - } -+ - } -- function refreshUniformsDistance(uniforms, material) { -- uniforms.referencePosition.value.copy(material.referencePosition); -+ -+ function refreshUniformsDistance( uniforms, material ) { -+ -+ uniforms.referencePosition.value.copy( material.referencePosition ); - uniforms.nearDistance.value = material.nearDistance; - uniforms.farDistance.value = material.farDistance; -+ - } -+ - return { - refreshFogUniforms: refreshFogUniforms, - refreshMaterialUniforms: refreshMaterialUniforms - }; -+ - } - -- function WebGLUniformsGroups(gl, info, capabilities, state) { -+ function WebGLUniformsGroups( gl, info, capabilities, state ) { -+ - let buffers = {}; - let updateList = {}; - let allocatedBindingPoints = []; -- const maxBindingPoints = capabilities.isWebGL2 ? gl.getParameter(gl.MAX_UNIFORM_BUFFER_BINDINGS) : 0; // binding points are global whereas block indices are per shader program - -- function bind(uniformsGroup, program) { -+ const maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program -+ -+ function bind( uniformsGroup, program ) { -+ - const webglProgram = program.program; -- state.uniformBlockBinding(uniformsGroup, webglProgram); -+ state.uniformBlockBinding( uniformsGroup, webglProgram ); -+ - } -- function update(uniformsGroup, program) { -- let buffer = buffers[uniformsGroup.id]; -- if (buffer === undefined) { -- prepareUniformsGroup(uniformsGroup); -- buffer = createBuffer(uniformsGroup); -- buffers[uniformsGroup.id] = buffer; -- uniformsGroup.addEventListener('dispose', onUniformsGroupsDispose); -+ -+ function update( uniformsGroup, program ) { -+ -+ let buffer = buffers[ uniformsGroup.id ]; -+ -+ if ( buffer === undefined ) { -+ -+ prepareUniformsGroup( uniformsGroup ); -+ -+ buffer = createBuffer( uniformsGroup ); -+ buffers[ uniformsGroup.id ] = buffer; -+ -+ uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); -+ - } - - // ensure to update the binding points/block indices mapping for this program - - const webglProgram = program.program; -- state.updateUBOMapping(uniformsGroup, webglProgram); -+ state.updateUBOMapping( uniformsGroup, webglProgram ); - - // update UBO once per frame - - const frame = info.render.frame; -- if (updateList[uniformsGroup.id] !== frame) { -- updateBufferData(uniformsGroup); -- updateList[uniformsGroup.id] = frame; -+ -+ if ( updateList[ uniformsGroup.id ] !== frame ) { -+ -+ updateBufferData( uniformsGroup ); -+ -+ updateList[ uniformsGroup.id ] = frame; -+ - } -+ - } -- function createBuffer(uniformsGroup) { -+ -+ function createBuffer( uniformsGroup ) { -+ - // the setup of an UBO is independent of a particular shader program but global - - const bindingPointIndex = allocateBindingPointIndex(); - uniformsGroup.__bindingPointIndex = bindingPointIndex; -+ - const buffer = gl.createBuffer(); - const size = uniformsGroup.__size; - const usage = uniformsGroup.usage; -- gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); -- gl.bufferData(gl.UNIFORM_BUFFER, size, usage); -- gl.bindBuffer(gl.UNIFORM_BUFFER, null); -- gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPointIndex, buffer); -+ -+ gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); -+ gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); -+ gl.bindBuffer( gl.UNIFORM_BUFFER, null ); -+ gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); -+ - return buffer; -+ - } -+ - function allocateBindingPointIndex() { -- for (let i = 0; i < maxBindingPoints; i++) { -- if (allocatedBindingPoints.indexOf(i) === -1) { -- allocatedBindingPoints.push(i); -+ -+ for ( let i = 0; i < maxBindingPoints; i ++ ) { -+ -+ if ( allocatedBindingPoints.indexOf( i ) === - 1 ) { -+ -+ allocatedBindingPoints.push( i ); - return i; -+ - } -+ - } -- console.error('THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.'); -+ -+ console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); -+ - return 0; -+ - } -- function updateBufferData(uniformsGroup) { -- const buffer = buffers[uniformsGroup.id]; -+ -+ function updateBufferData( uniformsGroup ) { -+ -+ const buffer = buffers[ uniformsGroup.id ]; - const uniforms = uniformsGroup.uniforms; - const cache = uniformsGroup.__cache; -- gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); -- for (let i = 0, il = uniforms.length; i < il; i++) { -- const uniform = uniforms[i]; -+ -+ gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); -+ -+ for ( let i = 0, il = uniforms.length; i < il; i ++ ) { -+ -+ const uniform = uniforms[ i ]; - - // partly update the buffer if necessary - -- if (hasUniformChanged(uniform, i, cache) === true) { -+ if ( hasUniformChanged( uniform, i, cache ) === true ) { -+ - const offset = uniform.__offset; -- const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value]; -+ -+ const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; -+ - let arrayOffset = 0; -- for (let i = 0; i < values.length; i++) { -- const value = values[i]; -- const info = getUniformSize(value); -- if (typeof value === 'number') { -- uniform.__data[0] = value; -- gl.bufferSubData(gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data); -- } else if (value.isMatrix3) { -+ -+ for ( let i = 0; i < values.length; i ++ ) { -+ -+ const value = values[ i ]; -+ -+ const info = getUniformSize( value ); -+ -+ if ( typeof value === 'number' ) { -+ -+ uniform.__data[ 0 ] = value; -+ gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data ); -+ -+ } else if ( value.isMatrix3 ) { -+ - // manually converting 3x3 to 3x4 - -- uniform.__data[0] = value.elements[0]; -- uniform.__data[1] = value.elements[1]; -- uniform.__data[2] = value.elements[2]; -- uniform.__data[3] = value.elements[0]; -- uniform.__data[4] = value.elements[3]; -- uniform.__data[5] = value.elements[4]; -- uniform.__data[6] = value.elements[5]; -- uniform.__data[7] = value.elements[0]; -- uniform.__data[8] = value.elements[6]; -- uniform.__data[9] = value.elements[7]; -- uniform.__data[10] = value.elements[8]; -- uniform.__data[11] = value.elements[0]; -+ uniform.__data[ 0 ] = value.elements[ 0 ]; -+ uniform.__data[ 1 ] = value.elements[ 1 ]; -+ uniform.__data[ 2 ] = value.elements[ 2 ]; -+ uniform.__data[ 3 ] = value.elements[ 0 ]; -+ uniform.__data[ 4 ] = value.elements[ 3 ]; -+ uniform.__data[ 5 ] = value.elements[ 4 ]; -+ uniform.__data[ 6 ] = value.elements[ 5 ]; -+ uniform.__data[ 7 ] = value.elements[ 0 ]; -+ uniform.__data[ 8 ] = value.elements[ 6 ]; -+ uniform.__data[ 9 ] = value.elements[ 7 ]; -+ uniform.__data[ 10 ] = value.elements[ 8 ]; -+ uniform.__data[ 11 ] = value.elements[ 0 ]; -+ - } else { -- value.toArray(uniform.__data, arrayOffset); -+ -+ value.toArray( uniform.__data, arrayOffset ); -+ - arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; -+ - } -+ - } -- gl.bufferSubData(gl.UNIFORM_BUFFER, offset, uniform.__data); -+ -+ gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); -+ - } -+ - } -- gl.bindBuffer(gl.UNIFORM_BUFFER, null); -+ -+ gl.bindBuffer( gl.UNIFORM_BUFFER, null ); -+ - } -- function hasUniformChanged(uniform, index, cache) { -+ -+ function hasUniformChanged( uniform, index, cache ) { -+ - const value = uniform.value; -- if (cache[index] === undefined) { -+ -+ if ( cache[ index ] === undefined ) { -+ - // cache entry does not exist so far - -- if (typeof value === 'number') { -- cache[index] = value; -+ if ( typeof value === 'number' ) { -+ -+ cache[ index ] = value; -+ - } else { -- const values = Array.isArray(value) ? value : [value]; -+ -+ const values = Array.isArray( value ) ? value : [ value ]; -+ - const tempValues = []; -- for (let i = 0; i < values.length; i++) { -- tempValues.push(values[i].clone()); -+ -+ for ( let i = 0; i < values.length; i ++ ) { -+ -+ tempValues.push( values[ i ].clone() ); -+ - } -- cache[index] = tempValues; -+ -+ cache[ index ] = tempValues; -+ - } -+ - return true; -+ - } else { -+ - // compare current value with cached entry - -- if (typeof value === 'number') { -- if (cache[index] !== value) { -- cache[index] = value; -+ if ( typeof value === 'number' ) { -+ -+ if ( cache[ index ] !== value ) { -+ -+ cache[ index ] = value; - return true; -+ - } -+ - } else { -- const cachedObjects = Array.isArray(cache[index]) ? cache[index] : [cache[index]]; -- const values = Array.isArray(value) ? value : [value]; -- for (let i = 0; i < cachedObjects.length; i++) { -- const cachedObject = cachedObjects[i]; -- if (cachedObject.equals(values[i]) === false) { -- cachedObject.copy(values[i]); -+ -+ const cachedObjects = Array.isArray( cache[ index ] ) ? cache[ index ] : [ cache[ index ] ]; -+ const values = Array.isArray( value ) ? value : [ value ]; -+ -+ for ( let i = 0; i < cachedObjects.length; i ++ ) { -+ -+ const cachedObject = cachedObjects[ i ]; -+ -+ if ( cachedObject.equals( values[ i ] ) === false ) { -+ -+ cachedObject.copy( values[ i ] ); - return true; -+ - } -+ - } -+ - } -+ - } -+ - return false; -+ - } -- function prepareUniformsGroup(uniformsGroup) { -+ -+ function prepareUniformsGroup( uniformsGroup ) { -+ - // determine total buffer size according to the STD140 layout - // Hint: STD140 is the only supported layout in WebGL 2 - - const uniforms = uniformsGroup.uniforms; -+ - let offset = 0; // global buffer offset in bytes - const chunkSize = 16; // size of a chunk in bytes - let chunkOffset = 0; // offset within a single chunk in bytes - -- for (let i = 0, l = uniforms.length; i < l; i++) { -- const uniform = uniforms[i]; -+ for ( let i = 0, l = uniforms.length; i < l; i ++ ) { -+ -+ const uniform = uniforms[ i ]; -+ - const infos = { -- boundary: 0, -- // bytes -+ boundary: 0, // bytes - storage: 0 // bytes - }; - -- const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value]; -- for (let j = 0, jl = values.length; j < jl; j++) { -- const value = values[j]; -- const info = getUniformSize(value); -+ const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; -+ -+ for ( let j = 0, jl = values.length; j < jl; j ++ ) { -+ -+ const value = values[ j ]; -+ -+ const info = getUniformSize( value ); -+ - infos.boundary += info.boundary; - infos.storage += info.storage; -+ - } - - // the following two properties will be used for partial buffer updates - -- uniform.__data = new Float32Array(infos.storage / Float32Array.BYTES_PER_ELEMENT); -+ uniform.__data = new Float32Array( infos.storage / Float32Array.BYTES_PER_ELEMENT ); - uniform.__offset = offset; - - // - -- if (i > 0) { -+ if ( i > 0 ) { -+ - chunkOffset = offset % chunkSize; -+ - const remainingSizeInChunk = chunkSize - chunkOffset; - - // check for chunk overflow - -- if (chunkOffset !== 0 && remainingSizeInChunk - infos.boundary < 0) { -+ if ( chunkOffset !== 0 && ( remainingSizeInChunk - infos.boundary ) < 0 ) { -+ - // add padding and adjust offset - -- offset += chunkSize - chunkOffset; -+ offset += ( chunkSize - chunkOffset ); - uniform.__offset = offset; -+ - } -+ - } -+ - offset += infos.storage; -+ - } - - // ensure correct final padding - - chunkOffset = offset % chunkSize; -- if (chunkOffset > 0) offset += chunkSize - chunkOffset; -+ -+ if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); - - // - - uniformsGroup.__size = offset; - uniformsGroup.__cache = {}; -+ - return this; -+ - } -- function getUniformSize(value) { -+ -+ function getUniformSize( value ) { -+ - const info = { -- boundary: 0, -- // bytes -+ boundary: 0, // bytes - storage: 0 // bytes - }; - - // determine sizes according to STD140 - -- if (typeof value === 'number') { -+ if ( typeof value === 'number' ) { -+ - // float/int - - info.boundary = 4; - info.storage = 4; -- } else if (value.isVector2) { -+ -+ } else if ( value.isVector2 ) { -+ - // vec2 - - info.boundary = 8; - info.storage = 8; -- } else if (value.isVector3 || value.isColor) { -+ -+ } else if ( value.isVector3 || value.isColor ) { -+ - // vec3 - - info.boundary = 16; - info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes -- } else if (value.isVector4) { -+ -+ } else if ( value.isVector4 ) { -+ - // vec4 - - info.boundary = 16; - info.storage = 16; -- } else if (value.isMatrix3) { -+ -+ } else if ( value.isMatrix3 ) { -+ - // mat3 (in STD140 a 3x3 matrix is represented as 3x4) - - info.boundary = 48; - info.storage = 48; -- } else if (value.isMatrix4) { -+ -+ } else if ( value.isMatrix4 ) { -+ - // mat4 - - info.boundary = 64; - info.storage = 64; -- } else if (value.isTexture) { -- console.warn('THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.'); -+ -+ } else if ( value.isTexture ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); -+ - } else { -- console.warn('THREE.WebGLRenderer: Unsupported uniform value type.', value); -+ -+ console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value ); -+ - } -+ - return info; -+ - } -- function onUniformsGroupsDispose(event) { -+ -+ function onUniformsGroupsDispose( event ) { -+ - const uniformsGroup = event.target; -- uniformsGroup.removeEventListener('dispose', onUniformsGroupsDispose); -- const index = allocatedBindingPoints.indexOf(uniformsGroup.__bindingPointIndex); -- allocatedBindingPoints.splice(index, 1); -- gl.deleteBuffer(buffers[uniformsGroup.id]); -- delete buffers[uniformsGroup.id]; -- delete updateList[uniformsGroup.id]; -+ -+ uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose ); -+ -+ const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex ); -+ allocatedBindingPoints.splice( index, 1 ); -+ -+ gl.deleteBuffer( buffers[ uniformsGroup.id ] ); -+ -+ delete buffers[ uniformsGroup.id ]; -+ delete updateList[ uniformsGroup.id ]; -+ - } -+ - function dispose() { -- for (const id in buffers) { -- gl.deleteBuffer(buffers[id]); -+ -+ for ( const id in buffers ) { -+ -+ gl.deleteBuffer( buffers[ id ] ); -+ - } -+ - allocatedBindingPoints = []; - buffers = {}; - updateList = {}; -+ - } -+ - return { -+ - bind: bind, - update: update, -+ - dispose: dispose -+ - }; -+ - } - - function createCanvasElement() { -- const canvas = createElementNS('canvas'); -+ -+ const canvas = createElementNS( 'canvas' ); - canvas.style.display = 'block'; - return canvas; -+ - } -- function WebGLRenderer(parameters = {}) { -+ -+ function WebGLRenderer( parameters = {} ) { -+ - this.isWebGLRenderer = true; -+ - const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(), - _context = parameters.context !== undefined ? parameters.context : null, -+ - _depth = parameters.depth !== undefined ? parameters.depth : true, - _stencil = parameters.stencil !== undefined ? parameters.stencil : true, - _antialias = parameters.antialias !== undefined ? parameters.antialias : false, - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, - _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', -- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; -+ _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false, -+ _multiviewStereo = parameters.multiviewStereo !== undefined ? parameters.multiviewStereo : false; -+ - let _alpha; -- if (_context !== null) { -+ -+ if ( _context !== null ) { -+ - _alpha = _context.getContextAttributes().alpha; -+ - } else { -+ - _alpha = parameters.alpha !== undefined ? parameters.alpha : false; -+ - } -+ - let currentRenderList = null; - let currentRenderState = null; - -@@ -17490,6 +27439,7 @@ - - // Debug configuration container - this.debug = { -+ - /** - * Enables error checking and reporting when shader programs are being compiled - * @type {boolean} -@@ -17529,6 +27479,7 @@ - // internal properties - - const _this = this; -+ - let _isContextLost = false; - - // internal state cache -@@ -17536,8 +27487,10 @@ - let _currentActiveCubeFace = 0; - let _currentActiveMipmapLevel = 0; - let _currentRenderTarget = null; -- let _currentMaterialId = -1; -+ let _currentMaterialId = - 1; -+ - let _currentCamera = null; -+ - const _currentViewport = new Vector4(); - const _currentScissor = new Vector4(); - let _currentScissorTest = null; -@@ -17546,11 +27499,13 @@ - - let _width = _canvas.width; - let _height = _canvas.height; -+ - let _pixelRatio = 1; - let _opaqueSort = null; - let _transparentSort = null; -- const _viewport = new Vector4(0, 0, _width, _height); -- const _scissor = new Vector4(0, 0, _width, _height); -+ -+ const _viewport = new Vector4( 0, 0, _width, _height ); -+ const _scissor = new Vector4( 0, 0, _width, _height ); - let _scissorTest = false; - - // frustum -@@ -17569,31 +27524,38 @@ - // camera matrices cache - - const _projScreenMatrix = new Matrix4(); -+ - const _vector2 = new Vector2(); - const _vector3 = new Vector3(); -- const _emptyScene = { -- background: null, -- fog: null, -- environment: null, -- overrideMaterial: null, -- isScene: true -- }; -+ -+ const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; -+ - function getTargetPixelRatio() { -+ - return _currentRenderTarget === null ? _pixelRatio : 1; -+ - } - - // initialize - - let _gl = _context; -- function getContext(contextNames, contextAttributes) { -- for (let i = 0; i < contextNames.length; i++) { -- const contextName = contextNames[i]; -- const context = _canvas.getContext(contextName, contextAttributes); -- if (context !== null) return context; -+ -+ function getContext( contextNames, contextAttributes ) { -+ -+ for ( let i = 0; i < contextNames.length; i ++ ) { -+ -+ const contextName = contextNames[ i ]; -+ const context = _canvas.getContext( contextName, contextAttributes ); -+ if ( context !== null ) return context; -+ - } -+ - return null; -+ - } -+ - try { -+ - const contextAttributes = { - alpha: true, - depth: _depth, -@@ -17606,74 +27568,106 @@ - }; - - // OffscreenCanvas does not have setAttribute, see #22811 -- if ('setAttribute' in _canvas) _canvas.setAttribute('data-engine', `three.js r${REVISION}`); -+ if ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); - - // event listeners must be registered before WebGL context is created, see #12753 -- _canvas.addEventListener('webglcontextlost', onContextLost, false); -- _canvas.addEventListener('webglcontextrestored', onContextRestore, false); -- _canvas.addEventListener('webglcontextcreationerror', onContextCreationError, false); -- if (_gl === null) { -- const contextNames = ['webgl2', 'webgl', 'experimental-webgl']; -- if (_this.isWebGL1Renderer === true) { -+ _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); -+ _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); -+ _canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); -+ -+ if ( _gl === null ) { -+ -+ const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; -+ -+ if ( _this.isWebGL1Renderer === true ) { -+ - contextNames.shift(); -+ - } -- _gl = getContext(contextNames, contextAttributes); -- if (_gl === null) { -- if (getContext(contextNames)) { -- throw new Error('Error creating WebGL context with your selected attributes.'); -+ -+ _gl = getContext( contextNames, contextAttributes ); -+ -+ if ( _gl === null ) { -+ -+ if ( getContext( contextNames ) ) { -+ -+ throw new Error( 'Error creating WebGL context with your selected attributes.' ); -+ - } else { -- throw new Error('Error creating WebGL context.'); -+ -+ throw new Error( 'Error creating WebGL context.' ); -+ - } -+ - } -+ - } - - // Some experimental-webgl implementations do not have getShaderPrecisionFormat - -- if (_gl.getShaderPrecisionFormat === undefined) { -+ if ( _gl.getShaderPrecisionFormat === undefined ) { -+ - _gl.getShaderPrecisionFormat = function () { -- return { -- 'rangeMin': 1, -- 'rangeMax': 1, -- 'precision': 1 -- }; -+ -+ return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; -+ - }; -+ - } -- } catch (error) { -- console.error('THREE.WebGLRenderer: ' + error.message); -+ -+ } catch ( error ) { -+ -+ console.error( 'THREE.WebGLRenderer: ' + error.message ); - throw error; -+ - } -+ - let extensions, capabilities, state, info; - let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; - let programCache, materials, renderLists, renderStates, clipping, shadowMap; -+ let multiview; -+ - let background, morphtargets, bufferRenderer, indexedBufferRenderer; -+ - let utils, bindingStates, uniformsGroups; -+ - function initGLContext() { -- extensions = new WebGLExtensions(_gl); -- capabilities = new WebGLCapabilities(_gl, extensions, parameters); -- extensions.init(capabilities); -- utils = new WebGLUtils(_gl, extensions, capabilities); -- state = new WebGLState(_gl, extensions, capabilities); -- info = new WebGLInfo(_gl); -+ -+ extensions = new WebGLExtensions( _gl ); -+ -+ capabilities = new WebGLCapabilities( _gl, extensions, parameters ); -+ -+ extensions.init( capabilities ); -+ -+ utils = new WebGLUtils( _gl, extensions, capabilities ); -+ -+ state = new WebGLState( _gl, extensions, capabilities ); -+ -+ info = new WebGLInfo( _gl ); - properties = new WebGLProperties(); -- textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info); -- cubemaps = new WebGLCubeMaps(_this); -- cubeuvmaps = new WebGLCubeUVMaps(_this); -- attributes = new WebGLAttributes(_gl, capabilities); -- bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities); -- geometries = new WebGLGeometries(_gl, attributes, info, bindingStates); -- objects = new WebGLObjects(_gl, geometries, attributes, info); -- morphtargets = new WebGLMorphtargets(_gl, capabilities, textures); -- clipping = new WebGLClipping(properties); -- programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping); -- materials = new WebGLMaterials(_this, properties); -+ textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); -+ cubemaps = new WebGLCubeMaps( _this ); -+ cubeuvmaps = new WebGLCubeUVMaps( _this ); -+ attributes = new WebGLAttributes( _gl, capabilities ); -+ bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities ); -+ geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); -+ objects = new WebGLObjects( _gl, geometries, attributes, info ); -+ morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); -+ clipping = new WebGLClipping( properties ); -+ programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ); -+ materials = new WebGLMaterials( _this, properties ); - renderLists = new WebGLRenderLists(); -- renderStates = new WebGLRenderStates(extensions, capabilities); -- background = new WebGLBackground(_this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha); -- shadowMap = new WebGLShadowMap(_this, objects, capabilities); -- uniformsGroups = new WebGLUniformsGroups(_gl, info, capabilities, state); -- bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities); -- indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities); -+ renderStates = new WebGLRenderStates( extensions, capabilities ); -+ background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha ); -+ multiview = new WebGLMultiview( _this, extensions, _gl ); -+ shadowMap = new WebGLShadowMap( _this, objects, capabilities ); -+ uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); -+ -+ bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); -+ indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); -+ - info.programs = programCache.programs; -+ - _this.capabilities = capabilities; - _this.extensions = extensions; - _this.properties = properties; -@@ -17681,142 +27675,249 @@ - _this.shadowMap = shadowMap; - _this.state = state; - _this.info = info; -+ - } -+ - initGLContext(); - - // xr - -- const xr = new WebXRManager(_this, _gl); -- this.xr = xr; -+ this.xr = new WebXRManager( _this, _gl, extensions, _multiviewStereo ); - - // API - - this.getContext = function () { -+ - return _gl; -+ - }; -+ - this.getContextAttributes = function () { -+ - return _gl.getContextAttributes(); -+ - }; -+ - this.forceContextLoss = function () { -- const extension = extensions.get('WEBGL_lose_context'); -- if (extension) extension.loseContext(); -+ -+ const extension = extensions.get( 'WEBGL_lose_context' ); -+ if ( extension ) extension.loseContext(); -+ - }; -+ - this.forceContextRestore = function () { -- const extension = extensions.get('WEBGL_lose_context'); -- if (extension) extension.restoreContext(); -+ -+ const extension = extensions.get( 'WEBGL_lose_context' ); -+ if ( extension ) extension.restoreContext(); -+ - }; -+ - this.getPixelRatio = function () { -+ - return _pixelRatio; -+ - }; -- this.setPixelRatio = function (value) { -- if (value === undefined) return; -+ -+ this.setPixelRatio = function ( value ) { -+ -+ if ( value === undefined ) return; -+ - _pixelRatio = value; -- this.setSize(_width, _height, false); -+ -+ this.setSize( _width, _height, false ); -+ - }; -- this.getSize = function (target) { -- return target.set(_width, _height); -+ -+ this.getSize = function ( target ) { -+ -+ return target.set( _width, _height ); -+ - }; -- this.setSize = function (width, height, updateStyle) { -- if (xr.isPresenting) { -- console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.'); -+ -+ this.setSize = function ( width, height, updateStyle ) { -+ -+ if ( this.xr.isPresenting ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; -+ - } -+ - _width = width; - _height = height; -- _canvas.width = Math.floor(width * _pixelRatio); -- _canvas.height = Math.floor(height * _pixelRatio); -- if (updateStyle !== false) { -+ -+ _canvas.width = Math.floor( width * _pixelRatio ); -+ _canvas.height = Math.floor( height * _pixelRatio ); -+ -+ if ( updateStyle !== false ) { -+ - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; -+ - } -- this.setViewport(0, 0, width, height); -+ -+ this.setViewport( 0, 0, width, height ); -+ - }; -- this.getDrawingBufferSize = function (target) { -- return target.set(_width * _pixelRatio, _height * _pixelRatio).floor(); -+ -+ this.getDrawingBufferSize = function ( target ) { -+ -+ return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); -+ - }; -- this.setDrawingBufferSize = function (width, height, pixelRatio) { -+ -+ this.setDrawingBufferSize = function ( width, height, pixelRatio ) { -+ - _width = width; - _height = height; -+ - _pixelRatio = pixelRatio; -- _canvas.width = Math.floor(width * pixelRatio); -- _canvas.height = Math.floor(height * pixelRatio); -- this.setViewport(0, 0, width, height); -+ -+ _canvas.width = Math.floor( width * pixelRatio ); -+ _canvas.height = Math.floor( height * pixelRatio ); -+ -+ this.setViewport( 0, 0, width, height ); -+ - }; -- this.getCurrentViewport = function (target) { -- return target.copy(_currentViewport); -+ -+ this.getCurrentViewport = function ( target ) { -+ -+ return target.copy( _currentViewport ); -+ - }; -- this.getViewport = function (target) { -- return target.copy(_viewport); -+ -+ this.getViewport = function ( target ) { -+ -+ return target.copy( _viewport ); -+ - }; -- this.setViewport = function (x, y, width, height) { -- if (x.isVector4) { -- _viewport.set(x.x, x.y, x.z, x.w); -+ -+ this.setViewport = function ( x, y, width, height ) { -+ -+ if ( x.isVector4 ) { -+ -+ _viewport.set( x.x, x.y, x.z, x.w ); -+ - } else { -- _viewport.set(x, y, width, height); -+ -+ _viewport.set( x, y, width, height ); -+ - } -- state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor()); -+ -+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); -+ - }; -- this.getScissor = function (target) { -- return target.copy(_scissor); -+ -+ this.getScissor = function ( target ) { -+ -+ return target.copy( _scissor ); -+ - }; -- this.setScissor = function (x, y, width, height) { -- if (x.isVector4) { -- _scissor.set(x.x, x.y, x.z, x.w); -+ -+ this.setScissor = function ( x, y, width, height ) { -+ -+ if ( x.isVector4 ) { -+ -+ _scissor.set( x.x, x.y, x.z, x.w ); -+ - } else { -- _scissor.set(x, y, width, height); -+ -+ _scissor.set( x, y, width, height ); -+ - } -- state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor()); -+ -+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); -+ - }; -+ - this.getScissorTest = function () { -+ - return _scissorTest; -+ - }; -- this.setScissorTest = function (boolean) { -- state.setScissorTest(_scissorTest = boolean); -+ -+ this.setScissorTest = function ( boolean ) { -+ -+ state.setScissorTest( _scissorTest = boolean ); -+ - }; -- this.setOpaqueSort = function (method) { -+ -+ this.setOpaqueSort = function ( method ) { -+ - _opaqueSort = method; -+ - }; -- this.setTransparentSort = function (method) { -+ -+ this.setTransparentSort = function ( method ) { -+ - _transparentSort = method; -+ - }; - - // Clearing - -- this.getClearColor = function (target) { -- return target.copy(background.getClearColor()); -+ this.getClearColor = function ( target ) { -+ -+ return target.copy( background.getClearColor() ); -+ - }; -+ - this.setClearColor = function () { -- background.setClearColor.apply(background, arguments); -+ -+ background.setClearColor.apply( background, arguments ); -+ - }; -+ - this.getClearAlpha = function () { -+ - return background.getClearAlpha(); -+ - }; -+ - this.setClearAlpha = function () { -- background.setClearAlpha.apply(background, arguments); -+ -+ background.setClearAlpha.apply( background, arguments ); -+ - }; -- this.clear = function (color = true, depth = true, stencil = true) { -+ -+ this.clear = function ( color = true, depth = true, stencil = true ) { -+ - let bits = 0; -- if (color) bits |= _gl.COLOR_BUFFER_BIT; -- if (depth) bits |= _gl.DEPTH_BUFFER_BIT; -- if (stencil) bits |= _gl.STENCIL_BUFFER_BIT; -- _gl.clear(bits); -+ -+ if ( color ) bits |= _gl.COLOR_BUFFER_BIT; -+ if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT; -+ if ( stencil ) bits |= _gl.STENCIL_BUFFER_BIT; -+ -+ _gl.clear( bits ); -+ - }; -+ - this.clearColor = function () { -- this.clear(true, false, false); -+ -+ this.clear( true, false, false ); -+ - }; -+ - this.clearDepth = function () { -- this.clear(false, true, false); -+ -+ this.clear( false, true, false ); -+ - }; -+ - this.clearStencil = function () { -- this.clear(false, false, true); -+ -+ this.clear( false, false, true ); -+ - }; - - // - - this.dispose = function () { -- _canvas.removeEventListener('webglcontextlost', onContextLost, false); -- _canvas.removeEventListener('webglcontextrestored', onContextRestore, false); -- _canvas.removeEventListener('webglcontextcreationerror', onContextCreationError, false); -+ -+ _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); -+ _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); -+ _canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); -+ - renderLists.dispose(); - renderStates.dispose(); - properties.dispose(); -@@ -17826,512 +27927,846 @@ - bindingStates.dispose(); - uniformsGroups.dispose(); - programCache.dispose(); -- xr.dispose(); -- xr.removeEventListener('sessionstart', onXRSessionStart); -- xr.removeEventListener('sessionend', onXRSessionEnd); -- if (_transmissionRenderTarget) { -+ -+ this.xr.dispose(); -+ -+ this.xr.removeEventListener( 'sessionstart', onXRSessionStart ); -+ this.xr.removeEventListener( 'sessionend', onXRSessionEnd ); -+ -+ if ( _transmissionRenderTarget ) { -+ - _transmissionRenderTarget.dispose(); - _transmissionRenderTarget = null; -+ - } -+ - animation.stop(); -+ - }; - - // Events - -- function onContextLost(event) { -+ function onContextLost( event ) { -+ - event.preventDefault(); -- console.log('THREE.WebGLRenderer: Context Lost.'); -+ -+ console.log( 'THREE.WebGLRenderer: Context Lost.' ); -+ - _isContextLost = true; -+ - } -- function onContextRestore( /* event */ -- ) { -- console.log('THREE.WebGLRenderer: Context Restored.'); -+ -+ function onContextRestore( /* event */ ) { -+ -+ console.log( 'THREE.WebGLRenderer: Context Restored.' ); -+ - _isContextLost = false; -+ - const infoAutoReset = info.autoReset; - const shadowMapEnabled = shadowMap.enabled; - const shadowMapAutoUpdate = shadowMap.autoUpdate; - const shadowMapNeedsUpdate = shadowMap.needsUpdate; - const shadowMapType = shadowMap.type; -+ - initGLContext(); -+ - info.autoReset = infoAutoReset; - shadowMap.enabled = shadowMapEnabled; - shadowMap.autoUpdate = shadowMapAutoUpdate; - shadowMap.needsUpdate = shadowMapNeedsUpdate; - shadowMap.type = shadowMapType; -+ - } -- function onContextCreationError(event) { -- console.error('THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage); -+ -+ function onContextCreationError( event ) { -+ -+ console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); -+ - } -- function onMaterialDispose(event) { -+ -+ function onMaterialDispose( event ) { -+ - const material = event.target; -- material.removeEventListener('dispose', onMaterialDispose); -- deallocateMaterial(material); -+ -+ material.removeEventListener( 'dispose', onMaterialDispose ); -+ -+ deallocateMaterial( material ); -+ - } - - // Buffer deallocation - -- function deallocateMaterial(material) { -- releaseMaterialProgramReferences(material); -- properties.remove(material); -+ function deallocateMaterial( material ) { -+ -+ releaseMaterialProgramReferences( material ); -+ -+ properties.remove( material ); -+ - } -- function releaseMaterialProgramReferences(material) { -- const programs = properties.get(material).programs; -- if (programs !== undefined) { -- programs.forEach(function (program) { -- programCache.releaseProgram(program); -- }); -- if (material.isShaderMaterial) { -- programCache.releaseShaderCache(material); -+ -+ -+ function releaseMaterialProgramReferences( material ) { -+ -+ const programs = properties.get( material ).programs; -+ -+ if ( programs !== undefined ) { -+ -+ programs.forEach( function ( program ) { -+ -+ programCache.releaseProgram( program ); -+ -+ } ); -+ -+ if ( material.isShaderMaterial ) { -+ -+ programCache.releaseShaderCache( material ); -+ - } -+ - } -+ - } - - // Buffer rendering - -- this.renderBufferDirect = function (camera, scene, geometry, material, object, group) { -- if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) -+ this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { - -- const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0; -- const program = setProgram(camera, scene, geometry, material, object); -- state.setMaterial(material, frontFaceCW); -+ if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) -+ -+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); -+ -+ const program = setProgram( camera, scene, geometry, material, object ); -+ -+ state.setMaterial( material, frontFaceCW ); - - // - - let index = geometry.index; - let rangeFactor = 1; -- if (material.wireframe === true) { -- index = geometries.getWireframeAttribute(geometry); -+ -+ if ( material.wireframe === true ) { -+ -+ index = geometries.getWireframeAttribute( geometry ); - rangeFactor = 2; -+ - } - - // - - const drawRange = geometry.drawRange; - const position = geometry.attributes.position; -+ - let drawStart = drawRange.start * rangeFactor; -- let drawEnd = (drawRange.start + drawRange.count) * rangeFactor; -- if (group !== null) { -- drawStart = Math.max(drawStart, group.start * rangeFactor); -- drawEnd = Math.min(drawEnd, (group.start + group.count) * rangeFactor); -- } -- if (index !== null) { -- drawStart = Math.max(drawStart, 0); -- drawEnd = Math.min(drawEnd, index.count); -- } else if (position !== undefined && position !== null) { -- drawStart = Math.max(drawStart, 0); -- drawEnd = Math.min(drawEnd, position.count); -+ let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; -+ -+ if ( group !== null ) { -+ -+ drawStart = Math.max( drawStart, group.start * rangeFactor ); -+ drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); -+ -+ } -+ -+ if ( index !== null ) { -+ -+ drawStart = Math.max( drawStart, 0 ); -+ drawEnd = Math.min( drawEnd, index.count ); -+ -+ } else if ( position !== undefined && position !== null ) { -+ -+ drawStart = Math.max( drawStart, 0 ); -+ drawEnd = Math.min( drawEnd, position.count ); -+ - } -+ - const drawCount = drawEnd - drawStart; -- if (drawCount < 0 || drawCount === Infinity) return; -+ -+ if ( drawCount < 0 || drawCount === Infinity ) return; - - // - -- bindingStates.setup(object, material, program, geometry, index); -+ bindingStates.setup( object, material, program, geometry, index ); -+ - let attribute; - let renderer = bufferRenderer; -- if (index !== null) { -- attribute = attributes.get(index); -+ -+ if ( index !== null ) { -+ -+ attribute = attributes.get( index ); -+ - renderer = indexedBufferRenderer; -- renderer.setIndex(attribute); -+ renderer.setIndex( attribute ); -+ - } - - // - -- if (object.isMesh) { -- if (material.wireframe === true) { -- state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio()); -- renderer.setMode(_gl.LINES); -+ if ( object.isMesh ) { -+ -+ if ( material.wireframe === true ) { -+ -+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); -+ renderer.setMode( _gl.LINES ); -+ - } else { -- renderer.setMode(_gl.TRIANGLES); -+ -+ renderer.setMode( _gl.TRIANGLES ); -+ - } -- } else if (object.isLine) { -+ -+ } else if ( object.isLine ) { -+ - let lineWidth = material.linewidth; -- if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material - -- state.setLineWidth(lineWidth * getTargetPixelRatio()); -- if (object.isLineSegments) { -- renderer.setMode(_gl.LINES); -- } else if (object.isLineLoop) { -- renderer.setMode(_gl.LINE_LOOP); -+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material -+ -+ state.setLineWidth( lineWidth * getTargetPixelRatio() ); -+ -+ if ( object.isLineSegments ) { -+ -+ renderer.setMode( _gl.LINES ); -+ -+ } else if ( object.isLineLoop ) { -+ -+ renderer.setMode( _gl.LINE_LOOP ); -+ - } else { -- renderer.setMode(_gl.LINE_STRIP); -+ -+ renderer.setMode( _gl.LINE_STRIP ); -+ - } -- } else if (object.isPoints) { -- renderer.setMode(_gl.POINTS); -- } else if (object.isSprite) { -- renderer.setMode(_gl.TRIANGLES); -+ -+ } else if ( object.isPoints ) { -+ -+ renderer.setMode( _gl.POINTS ); -+ -+ } else if ( object.isSprite ) { -+ -+ renderer.setMode( _gl.TRIANGLES ); -+ - } -- if (object.isInstancedMesh) { -- renderer.renderInstances(drawStart, drawCount, object.count); -- } else if (geometry.isInstancedBufferGeometry) { -+ -+ if ( object.isInstancedMesh ) { -+ -+ renderer.renderInstances( drawStart, drawCount, object.count ); -+ -+ } else if ( geometry.isInstancedBufferGeometry ) { -+ - const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; -- const instanceCount = Math.min(geometry.instanceCount, maxInstanceCount); -- renderer.renderInstances(drawStart, drawCount, instanceCount); -+ const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); -+ -+ renderer.renderInstances( drawStart, drawCount, instanceCount ); -+ - } else { -- renderer.render(drawStart, drawCount); -+ -+ renderer.render( drawStart, drawCount ); -+ - } -+ - }; - - // Compile - -- this.compile = function (scene, camera) { -- function prepare(material, scene, object) { -- if (material.transparent === true && material.side === TwoPassDoubleSide) { -+ this.compile = function ( scene, camera ) { -+ -+ function prepare( material, scene, object ) { -+ -+ if ( material.transparent === true && material.side === TwoPassDoubleSide ) { -+ - material.side = BackSide; - material.needsUpdate = true; -- getProgram(material, scene, object); -+ getProgram( material, scene, object ); -+ - material.side = FrontSide; - material.needsUpdate = true; -- getProgram(material, scene, object); -+ getProgram( material, scene, object ); -+ - material.side = TwoPassDoubleSide; -+ - } else { -- getProgram(material, scene, object); -+ -+ getProgram( material, scene, object ); -+ - } -+ - } -- currentRenderState = renderStates.get(scene); -+ -+ currentRenderState = renderStates.get( scene ); - currentRenderState.init(); -- renderStateStack.push(currentRenderState); -- scene.traverseVisible(function (object) { -- if (object.isLight && object.layers.test(camera.layers)) { -- currentRenderState.pushLight(object); -- if (object.castShadow) { -- currentRenderState.pushShadow(object); -+ -+ renderStateStack.push( currentRenderState ); -+ -+ scene.traverseVisible( function ( object ) { -+ -+ if ( object.isLight && object.layers.test( camera.layers ) ) { -+ -+ currentRenderState.pushLight( object ); -+ -+ if ( object.castShadow ) { -+ -+ currentRenderState.pushShadow( object ); -+ - } -+ - } -- }); -- currentRenderState.setupLights(_this.physicallyCorrectLights); -- scene.traverse(function (object) { -+ -+ } ); -+ -+ currentRenderState.setupLights( _this.physicallyCorrectLights ); -+ -+ scene.traverse( function ( object ) { -+ - const material = object.material; -- if (material) { -- if (Array.isArray(material)) { -- for (let i = 0; i < material.length; i++) { -- const material2 = material[i]; -- prepare(material2, scene, object); -+ -+ if ( material ) { -+ -+ if ( Array.isArray( material ) ) { -+ -+ for ( let i = 0; i < material.length; i ++ ) { -+ -+ const material2 = material[ i ]; -+ -+ prepare( material2, scene, object ); -+ - } -+ - } else { -- prepare(material, scene, object); -+ -+ prepare( material, scene, object ); -+ - } -+ - } -- }); -+ -+ } ); -+ - renderStateStack.pop(); - currentRenderState = null; -+ - }; - - // Animation Loop - - let onAnimationFrameCallback = null; -- function onAnimationFrame(time) { -- if (onAnimationFrameCallback) onAnimationFrameCallback(time); -+ -+ function onAnimationFrame( time ) { -+ -+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); -+ - } -+ - function onXRSessionStart() { -+ - animation.stop(); -+ - } -+ - function onXRSessionEnd() { -+ - animation.start(); -+ - } -+ - const animation = new WebGLAnimation(); -- animation.setAnimationLoop(onAnimationFrame); -- if (typeof self !== 'undefined') animation.setContext(self); -- this.setAnimationLoop = function (callback) { -+ animation.setAnimationLoop( onAnimationFrame ); -+ -+ if ( typeof self !== 'undefined' ) animation.setContext( self ); -+ -+ this.setAnimationLoop = function ( callback ) { -+ - onAnimationFrameCallback = callback; -- xr.setAnimationLoop(callback); -- callback === null ? animation.stop() : animation.start(); -+ this.xr.setAnimationLoop( callback ); -+ -+ ( callback === null ) ? animation.stop() : animation.start(); -+ - }; -- xr.addEventListener('sessionstart', onXRSessionStart); -- xr.addEventListener('sessionend', onXRSessionEnd); -+ -+ this.animation = animation; -+ -+ this.xr.addEventListener( 'sessionstart', onXRSessionStart ); -+ this.xr.addEventListener( 'sessionend', onXRSessionEnd ); - - // Rendering - -- this.render = function (scene, camera) { -- if (camera !== undefined && camera.isCamera !== true) { -- console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.'); -+ this.render = function ( scene, camera ) { -+ -+ if ( camera !== undefined && camera.isCamera !== true ) { -+ -+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; -+ - } -- if (_isContextLost === true) return; -+ -+ if ( _isContextLost === true ) return; - - // update scene graph - -- if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld(); -+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - -- if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld(); -- if (xr.enabled === true && xr.isPresenting === true) { -- if (xr.cameraAutoUpdate === true) xr.updateCamera(camera); -- camera = xr.getCamera(); // use XR camera for rendering -+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); -+ -+ if ( this.xr.enabled === true && this.xr.isPresenting === true ) { -+ -+ if ( this.xr.cameraAutoUpdate === true ) this.xr.updateCamera( camera ); -+ -+ camera = this.xr.getCamera(); // use XR camera for rendering -+ - } - - // -- if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget); -- currentRenderState = renderStates.get(scene, renderStateStack.length); -+ if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); -+ -+ currentRenderState = renderStates.get( scene, renderStateStack.length ); - currentRenderState.init(); -- renderStateStack.push(currentRenderState); -- _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); -- _frustum.setFromProjectionMatrix(_projScreenMatrix); -+ -+ renderStateStack.push( currentRenderState ); -+ -+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); -+ _frustum.setFromProjectionMatrix( _projScreenMatrix ); -+ - _localClippingEnabled = this.localClippingEnabled; -- _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera); -- currentRenderList = renderLists.get(scene, renderListStack.length); -+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); -+ -+ currentRenderList = renderLists.get( scene, renderListStack.length ); - currentRenderList.init(); -- renderListStack.push(currentRenderList); -- projectObject(scene, camera, 0, _this.sortObjects); -+ -+ renderListStack.push( currentRenderList ); -+ -+ projectObject( scene, camera, 0, _this.sortObjects ); -+ - currentRenderList.finish(); -- if (_this.sortObjects === true) { -- currentRenderList.sort(_opaqueSort, _transparentSort); -+ -+ if ( _this.sortObjects === true ) { -+ -+ currentRenderList.sort( _opaqueSort, _transparentSort ); -+ - } - - // - -- if (_clippingEnabled === true) clipping.beginShadows(); -+ if ( _clippingEnabled === true ) clipping.beginShadows(); -+ - const shadowsArray = currentRenderState.state.shadowsArray; -- shadowMap.render(shadowsArray, scene, camera); -- if (_clippingEnabled === true) clipping.endShadows(); -+ -+ shadowMap.render( shadowsArray, scene, camera ); -+ -+ if ( _clippingEnabled === true ) clipping.endShadows(); - - // - -- if (this.info.autoReset === true) this.info.reset(); -+ if ( this.info.autoReset === true ) this.info.reset(); - - // - -- background.render(currentRenderList, scene); -+ background.render( currentRenderList, scene ); - - // render scene - -- currentRenderState.setupLights(_this.physicallyCorrectLights); -- if (camera.isArrayCamera) { -- const cameras = camera.cameras; -- for (let i = 0, l = cameras.length; i < l; i++) { -- const camera2 = cameras[i]; -- renderScene(currentRenderList, scene, camera2, camera2.viewport); -+ currentRenderState.setupLights( _this.physicallyCorrectLights ); -+ -+ if ( camera.isArrayCamera ) { -+ -+ -+ if ( this.xr.enabled && this.xr.isMultiview ) { -+ -+ textures.deferTextureUploads = true; -+ -+ renderScene( currentRenderList, scene, camera, camera.cameras[ 0 ].viewport ); -+ -+ } else { -+ -+ const cameras = camera.cameras; -+ -+ for ( let i = 0, l = cameras.length; i < l; i ++ ) { -+ -+ const camera2 = cameras[ i ]; -+ -+ renderScene( currentRenderList, scene, camera2, camera2.viewport ); -+ -+ } -+ - } -+ - } else { -- renderScene(currentRenderList, scene, camera); -+ -+ renderScene( currentRenderList, scene, camera ); -+ - } - - // - -- if (_currentRenderTarget !== null) { -+ if ( _currentRenderTarget !== null ) { -+ - // resolve multisample renderbuffers to a single-sample texture if necessary - -- textures.updateMultisampleRenderTarget(_currentRenderTarget); -+ textures.updateMultisampleRenderTarget( _currentRenderTarget ); - - // Generate mipmap if we're using any kind of mipmap filtering - -- textures.updateRenderTargetMipmap(_currentRenderTarget); -+ textures.updateRenderTargetMipmap( _currentRenderTarget ); -+ - } - - // - -- if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); -+ if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); - -+ textures.runDeferredUploads(); - // _gl.finish(); - - bindingStates.resetDefaultState(); -- _currentMaterialId = -1; -+ _currentMaterialId = - 1; - _currentCamera = null; -+ - renderStateStack.pop(); -- if (renderStateStack.length > 0) { -- currentRenderState = renderStateStack[renderStateStack.length - 1]; -+ -+ if ( renderStateStack.length > 0 ) { -+ -+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; -+ - } else { -+ - currentRenderState = null; -+ - } -+ - renderListStack.pop(); -- if (renderListStack.length > 0) { -- currentRenderList = renderListStack[renderListStack.length - 1]; -+ -+ if ( renderListStack.length > 0 ) { -+ -+ currentRenderList = renderListStack[ renderListStack.length - 1 ]; -+ - } else { -+ - currentRenderList = null; -+ - } -+ - }; -- function projectObject(object, camera, groupOrder, sortObjects) { -- if (object.visible === false) return; -- const visible = object.layers.test(camera.layers); -- if (visible) { -- if (object.isGroup) { -+ -+ function projectObject( object, camera, groupOrder, sortObjects ) { -+ -+ if ( object.visible === false ) return; -+ -+ const visible = object.layers.test( camera.layers ); -+ -+ if ( visible ) { -+ -+ if ( object.isGroup ) { -+ - groupOrder = object.renderOrder; -- } else if (object.isLOD) { -- if (object.autoUpdate === true) object.update(camera); -- } else if (object.isLight) { -- currentRenderState.pushLight(object); -- if (object.castShadow) { -- currentRenderState.pushShadow(object); -- } -- } else if (object.isSprite) { -- if (!object.frustumCulled || _frustum.intersectsSprite(object)) { -- if (sortObjects) { -- _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); -+ -+ } else if ( object.isLOD ) { -+ -+ if ( object.autoUpdate === true ) object.update( camera ); -+ -+ } else if ( object.isLight ) { -+ -+ currentRenderState.pushLight( object ); -+ -+ if ( object.castShadow ) { -+ -+ currentRenderState.pushShadow( object ); -+ -+ } -+ -+ } else if ( object.isSprite ) { -+ -+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { -+ -+ if ( sortObjects ) { -+ -+ _vector3.setFromMatrixPosition( object.matrixWorld ) -+ .applyMatrix4( _projScreenMatrix ); -+ - } -- const geometry = objects.update(object); -+ -+ const geometry = objects.update( object ); - const material = object.material; -- if (material.visible) { -- currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); -+ -+ if ( material.visible ) { -+ -+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); -+ - } -+ - } -- } else if (object.isMesh || object.isLine || object.isPoints) { -- if (object.isSkinnedMesh) { -+ -+ } else if ( object.isMesh || object.isLine || object.isPoints ) { -+ -+ if ( object.isSkinnedMesh ) { -+ - // update skeleton only once in a frame - -- if (object.skeleton.frame !== info.render.frame) { -+ if ( object.skeleton.frame !== info.render.frame ) { -+ - object.skeleton.update(); - object.skeleton.frame = info.render.frame; -+ - } -+ - } -- if (!object.frustumCulled || _frustum.intersectsObject(object)) { -- if (sortObjects) { -- _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); -+ -+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { -+ -+ if ( sortObjects ) { -+ -+ _vector3.setFromMatrixPosition( object.matrixWorld ) -+ .applyMatrix4( _projScreenMatrix ); -+ - } -- const geometry = objects.update(object); -+ -+ const geometry = objects.update( object ); - const material = object.material; -- if (Array.isArray(material)) { -+ -+ if ( Array.isArray( material ) ) { -+ - const groups = geometry.groups; -- for (let i = 0, l = groups.length; i < l; i++) { -- const group = groups[i]; -- const groupMaterial = material[group.materialIndex]; -- if (groupMaterial && groupMaterial.visible) { -- currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ const group = groups[ i ]; -+ const groupMaterial = material[ group.materialIndex ]; -+ -+ if ( groupMaterial && groupMaterial.visible ) { -+ -+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); -+ - } -+ - } -- } else if (material.visible) { -- currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); -+ -+ } else if ( material.visible ) { -+ -+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); -+ - } -+ - } -+ - } -+ - } -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- projectObject(children[i], camera, groupOrder, sortObjects); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ projectObject( children[ i ], camera, groupOrder, sortObjects ); -+ - } -+ - } -- function renderScene(currentRenderList, scene, camera, viewport) { -+ -+ function renderScene( currentRenderList, scene, camera, viewport ) { -+ - const opaqueObjects = currentRenderList.opaque; - const transmissiveObjects = currentRenderList.transmissive; - const transparentObjects = currentRenderList.transparent; -- currentRenderState.setupLightsView(camera); -- if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera); -- if (viewport) state.viewport(_currentViewport.copy(viewport)); -- if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera); -- if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera); -- if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); -+ -+ currentRenderState.setupLightsView( camera ); -+ -+ if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera ); -+ -+ if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); -+ -+ if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); -+ if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); -+ if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); - - // Ensure depth buffer writing is enabled so it can be cleared on next render - -- state.buffers.depth.setTest(true); -- state.buffers.depth.setMask(true); -- state.buffers.color.setMask(true); -- state.setPolygonOffset(false); -+ state.buffers.depth.setTest( true ); -+ state.buffers.depth.setMask( true ); -+ state.buffers.color.setMask( true ); -+ -+ state.setPolygonOffset( false ); -+ - } -- function renderTransmissionPass(opaqueObjects, scene, camera) { -+ -+ function renderTransmissionPass( opaqueObjects, scene, camera ) { -+ - const isWebGL2 = capabilities.isWebGL2; -- if (_transmissionRenderTarget === null) { -- _transmissionRenderTarget = new WebGLRenderTarget(1, 1, { -+ -+ if ( _transmissionRenderTarget === null ) { -+ -+ _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, { - generateMipmaps: true, -- type: extensions.has('EXT_color_buffer_half_float') ? HalfFloatType : UnsignedByteType, -+ type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType, - minFilter: LinearMipmapLinearFilter, -- samples: isWebGL2 && _antialias === true ? 4 : 0 -- }); -+ samples: ( isWebGL2 && _antialias === true ) ? 4 : 0 -+ } ); -+ - } -- _this.getDrawingBufferSize(_vector2); -- if (isWebGL2) { -- _transmissionRenderTarget.setSize(_vector2.x, _vector2.y); -+ -+ _this.getDrawingBufferSize( _vector2 ); -+ -+ if ( isWebGL2 ) { -+ -+ _transmissionRenderTarget.setSize( _vector2.x, _vector2.y ); -+ - } else { -- _transmissionRenderTarget.setSize(floorPowerOfTwo(_vector2.x), floorPowerOfTwo(_vector2.y)); -+ -+ _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) ); -+ - } - - // - - const currentRenderTarget = _this.getRenderTarget(); -- _this.setRenderTarget(_transmissionRenderTarget); -+ _this.setRenderTarget( _transmissionRenderTarget ); - _this.clear(); - - // Turn off the features which can affect the frag color for opaque objects pass. - // Otherwise they are applied twice in opaque objects pass and transmission objects pass. - const currentToneMapping = _this.toneMapping; - _this.toneMapping = NoToneMapping; -- renderObjects(opaqueObjects, scene, camera); -+ -+ renderObjects( opaqueObjects, scene, camera ); -+ - _this.toneMapping = currentToneMapping; -- textures.updateMultisampleRenderTarget(_transmissionRenderTarget); -- textures.updateRenderTargetMipmap(_transmissionRenderTarget); -- _this.setRenderTarget(currentRenderTarget); -+ -+ textures.updateMultisampleRenderTarget( _transmissionRenderTarget ); -+ textures.updateRenderTargetMipmap( _transmissionRenderTarget ); -+ -+ _this.setRenderTarget( currentRenderTarget ); -+ - } -- function renderObjects(renderList, scene, camera) { -+ -+ function renderObjects( renderList, scene, camera ) { -+ - const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; -- for (let i = 0, l = renderList.length; i < l; i++) { -- const renderItem = renderList[i]; -+ -+ for ( let i = 0, l = renderList.length; i < l; i ++ ) { -+ -+ const renderItem = renderList[ i ]; -+ - const object = renderItem.object; - const geometry = renderItem.geometry; - const material = overrideMaterial === null ? renderItem.material : overrideMaterial; - const group = renderItem.group; -- if (object.layers.test(camera.layers)) { -- renderObject(object, scene, camera, geometry, material, group); -+ -+ if ( object.layers.test( camera.layers ) ) { -+ -+ renderObject( object, scene, camera, geometry, material, group ); -+ - } -+ - } -+ - } -- function renderObject(object, scene, camera, geometry, material, group) { -- object.onBeforeRender(_this, scene, camera, geometry, material, group); -- object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld); -- object.normalMatrix.getNormalMatrix(object.modelViewMatrix); -- material.onBeforeRender(_this, scene, camera, geometry, object, group); -- if (material.transparent === true && material.side === TwoPassDoubleSide) { -+ -+ function renderObject( object, scene, camera, geometry, material, group ) { -+ -+ object.onBeforeRender( _this, scene, camera, geometry, material, group ); -+ -+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); -+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); -+ -+ material.onBeforeRender( _this, scene, camera, geometry, object, group ); -+ -+ if ( material.transparent === true && material.side === TwoPassDoubleSide ) { -+ - material.side = BackSide; - material.needsUpdate = true; -- _this.renderBufferDirect(camera, scene, geometry, material, object, group); -+ _this.renderBufferDirect( camera, scene, geometry, material, object, group ); -+ - material.side = FrontSide; - material.needsUpdate = true; -- _this.renderBufferDirect(camera, scene, geometry, material, object, group); -+ _this.renderBufferDirect( camera, scene, geometry, material, object, group ); -+ - material.side = TwoPassDoubleSide; -+ - } else { -- _this.renderBufferDirect(camera, scene, geometry, material, object, group); -+ -+ _this.renderBufferDirect( camera, scene, geometry, material, object, group ); -+ - } -- object.onAfterRender(_this, scene, camera, geometry, material, group); -+ -+ object.onAfterRender( _this, scene, camera, geometry, material, group ); -+ - } -- function getProgram(material, scene, object) { -- if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - -- const materialProperties = properties.get(material); -+ function getProgram( material, scene, object ) { -+ -+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... -+ -+ const materialProperties = properties.get( material ); -+ - const lights = currentRenderState.state.lights; - const shadowsArray = currentRenderState.state.shadowsArray; -+ - const lightsStateVersion = lights.state.version; -- const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object); -- const programCacheKey = programCache.getProgramCacheKey(parameters); -+ -+ const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); -+ const programCacheKey = programCache.getProgramCacheKey( parameters ); -+ - let programs = materialProperties.programs; - - // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change - - materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; - materialProperties.fog = scene.fog; -- materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment); -- if (programs === undefined) { -+ materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment ); -+ -+ if ( programs === undefined ) { -+ - // new material - -- material.addEventListener('dispose', onMaterialDispose); -+ material.addEventListener( 'dispose', onMaterialDispose ); -+ - programs = new Map(); - materialProperties.programs = programs; -+ - } -- let program = programs.get(programCacheKey); -- if (program !== undefined) { -+ -+ let program = programs.get( programCacheKey ); -+ -+ if ( program !== undefined ) { -+ - // early out if program and light state is identical - -- if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) { -- updateCommonMaterialProperties(material, parameters); -+ if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { -+ -+ updateCommonMaterialProperties( material, parameters ); -+ - return program; -+ - } -+ - } else { -- parameters.uniforms = programCache.getUniforms(material); -- material.onBuild(object, parameters, _this); -- material.onBeforeCompile(parameters, _this); -- program = programCache.acquireProgram(parameters, programCacheKey); -- programs.set(programCacheKey, program); -+ -+ parameters.uniforms = programCache.getUniforms( material ); -+ -+ material.onBuild( object, parameters, _this ); -+ -+ material.onBeforeCompile( parameters, _this ); -+ -+ program = programCache.acquireProgram( parameters, programCacheKey ); -+ programs.set( programCacheKey, program ); -+ - materialProperties.uniforms = parameters.uniforms; -+ - } -+ - const uniforms = materialProperties.uniforms; -- if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) { -+ -+ if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { -+ - uniforms.clippingPlanes = clipping.uniform; -+ - } -- updateCommonMaterialProperties(material, parameters); -+ -+ updateCommonMaterialProperties( material, parameters ); - - // store the light setup it was created for - -- materialProperties.needsLights = materialNeedsLights(material); -+ materialProperties.needsLights = materialNeedsLights( material ); - materialProperties.lightsStateVersion = lightsStateVersion; -- if (materialProperties.needsLights) { -+ -+ if ( materialProperties.needsLights ) { -+ - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = lights.state.ambient; -@@ -18346,6 +28781,7 @@ - uniforms.pointLights.value = lights.state.point; - uniforms.pointLightShadows.value = lights.state.pointShadow; - uniforms.hemisphereLights.value = lights.state.hemi; -+ - uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; - uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; - uniforms.spotShadowMap.value = lights.state.spotShadowMap; -@@ -18354,16 +28790,23 @@ - uniforms.pointShadowMap.value = lights.state.pointShadowMap; - uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms -+ - } - - const progUniforms = program.getUniforms(); -- const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms); -+ const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); -+ - materialProperties.currentProgram = program; - materialProperties.uniformsList = uniformsList; -+ - return program; -+ - } -- function updateCommonMaterialProperties(material, parameters) { -- const materialProperties = properties.get(material); -+ -+ function updateCommonMaterialProperties( material, parameters ) { -+ -+ const materialProperties = properties.get( material ); -+ - materialProperties.outputEncoding = parameters.outputEncoding; - materialProperties.instancing = parameters.instancing; - materialProperties.skinning = parameters.skinning; -@@ -18376,167 +28819,317 @@ - materialProperties.vertexAlphas = parameters.vertexAlphas; - materialProperties.vertexTangents = parameters.vertexTangents; - materialProperties.toneMapping = parameters.toneMapping; -+ materialProperties.numMultiviewViews = parameters.numMultiviewViews; -+ - } -- function setProgram(camera, scene, geometry, material, object) { -- if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... -+ -+ function setProgram( camera, scene, geometry, material, object ) { -+ -+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - - textures.resetTextureUnits(); -+ - const fog = scene.fog; - const environment = material.isMeshStandardMaterial ? scene.environment : null; -- const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding; -- const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment); -- const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4; -- const vertexTangents = !!material.normalMap && !!geometry.attributes.tangent; -- const morphTargets = !!geometry.morphAttributes.position; -- const morphNormals = !!geometry.morphAttributes.normal; -- const morphColors = !!geometry.morphAttributes.color; -+ const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding ); -+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); -+ const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; -+ const vertexTangents = !! material.normalMap && !! geometry.attributes.tangent; -+ const morphTargets = !! geometry.morphAttributes.position; -+ const morphNormals = !! geometry.morphAttributes.normal; -+ const morphColors = !! geometry.morphAttributes.color; - const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; -+ -+ const numMultiviewViews = _currentRenderTarget && _currentRenderTarget.isWebGLMultiviewRenderTarget ? _currentRenderTarget.numViews : 0; -+ - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; -- const morphTargetsCount = morphAttribute !== undefined ? morphAttribute.length : 0; -- const materialProperties = properties.get(material); -+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; -+ -+ const materialProperties = properties.get( material ); - const lights = currentRenderState.state.lights; -- if (_clippingEnabled === true) { -- if (_localClippingEnabled === true || camera !== _currentCamera) { -- const useCache = camera === _currentCamera && material.id === _currentMaterialId; -+ -+ if ( _clippingEnabled === true ) { -+ -+ if ( _localClippingEnabled === true || camera !== _currentCamera ) { -+ -+ const useCache = -+ camera === _currentCamera && -+ material.id === _currentMaterialId; - - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) -- clipping.setState(material, camera, useCache); -+ clipping.setState( material, camera, useCache ); -+ - } -+ - } - - // - - let needsProgramChange = false; -- if (material.version === materialProperties.__version) { -- if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) { -+ -+ if ( material.version === materialProperties.__version ) { -+ -+ if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { -+ - needsProgramChange = true; -- } else if (materialProperties.outputEncoding !== encoding) { -+ -+ } else if ( materialProperties.outputEncoding !== encoding ) { -+ -+ needsProgramChange = true; -+ -+ } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { -+ - needsProgramChange = true; -- } else if (object.isInstancedMesh && materialProperties.instancing === false) { -+ -+ } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { -+ - needsProgramChange = true; -- } else if (!object.isInstancedMesh && materialProperties.instancing === true) { -+ -+ } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { -+ - needsProgramChange = true; -- } else if (object.isSkinnedMesh && materialProperties.skinning === false) { -+ -+ } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { -+ - needsProgramChange = true; -- } else if (!object.isSkinnedMesh && materialProperties.skinning === true) { -+ -+ } else if ( materialProperties.envMap !== envMap ) { -+ - needsProgramChange = true; -- } else if (materialProperties.envMap !== envMap) { -+ -+ } else if ( material.fog === true && materialProperties.fog !== fog ) { -+ - needsProgramChange = true; -- } else if (material.fog === true && materialProperties.fog !== fog) { -+ -+ } else if ( materialProperties.numClippingPlanes !== undefined && -+ ( materialProperties.numClippingPlanes !== clipping.numPlanes || -+ materialProperties.numIntersection !== clipping.numIntersection ) ) { -+ - needsProgramChange = true; -- } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) { -+ -+ } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { -+ - needsProgramChange = true; -- } else if (materialProperties.vertexAlphas !== vertexAlphas) { -+ -+ } else if ( materialProperties.vertexTangents !== vertexTangents ) { -+ - needsProgramChange = true; -- } else if (materialProperties.vertexTangents !== vertexTangents) { -+ -+ } else if ( materialProperties.morphTargets !== morphTargets ) { -+ - needsProgramChange = true; -- } else if (materialProperties.morphTargets !== morphTargets) { -+ -+ } else if ( materialProperties.morphNormals !== morphNormals ) { -+ - needsProgramChange = true; -- } else if (materialProperties.morphNormals !== morphNormals) { -+ -+ } else if ( materialProperties.morphColors !== morphColors ) { -+ - needsProgramChange = true; -- } else if (materialProperties.morphColors !== morphColors) { -+ -+ } else if ( materialProperties.toneMapping !== toneMapping ) { -+ - needsProgramChange = true; -- } else if (materialProperties.toneMapping !== toneMapping) { -+ -+ } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) { -+ - needsProgramChange = true; -- } else if (capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount) { -+ -+ } else if ( materialProperties.numMultiviewViews !== numMultiviewViews ) { -+ - needsProgramChange = true; -+ - } -+ - } else { -+ - needsProgramChange = true; - materialProperties.__version = material.version; -+ - } - - // - - let program = materialProperties.currentProgram; -- if (needsProgramChange === true) { -- program = getProgram(material, scene, object); -+ -+ if ( needsProgramChange === true ) { -+ -+ program = getProgram( material, scene, object ); -+ - } -+ - let refreshProgram = false; - let refreshMaterial = false; - let refreshLights = false; -+ - const p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.uniforms; -- if (state.useProgram(program.program)) { -+ -+ if ( state.useProgram( program.program ) ) { -+ - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; -+ - } -- if (material.id !== _currentMaterialId) { -+ -+ if ( material.id !== _currentMaterialId ) { -+ - _currentMaterialId = material.id; -+ - refreshMaterial = true; -+ - } -- if (refreshProgram || _currentCamera !== camera) { -- p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix); -- if (capabilities.logarithmicDepthBuffer) { -- p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2)); -+ -+ if ( refreshProgram || _currentCamera !== camera ) { -+ -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); -+ - } -- if (_currentCamera !== camera) { -+ -+ if ( capabilities.logarithmicDepthBuffer ) { -+ -+ p_uniforms.setValue( _gl, 'logDepthBufFC', -+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); -+ -+ } -+ -+ if ( _currentCamera !== camera ) { -+ - _currentCamera = camera; - - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: - -- refreshMaterial = true; // set to true on material change -- refreshLights = true; // remains set until update done -+ refreshMaterial = true; // set to true on material change -+ refreshLights = true; // remains set until update done -+ - } - - // load material specific uniforms - // (shader material also gets them for the sake of genericity) - -- if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) { -+ if ( material.isShaderMaterial || -+ material.isMeshPhongMaterial || -+ material.isMeshToonMaterial || -+ material.isMeshStandardMaterial || -+ material.envMap ) { -+ - const uCamPos = p_uniforms.map.cameraPosition; -- if (uCamPos !== undefined) { -- uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld)); -+ -+ if ( uCamPos !== undefined ) { -+ -+ uCamPos.setValue( _gl, -+ _vector3.setFromMatrixPosition( camera.matrixWorld ) ); -+ - } -+ - } -- if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) { -- p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true); -+ -+ if ( material.isMeshPhongMaterial || -+ material.isMeshToonMaterial || -+ material.isMeshLambertMaterial || -+ material.isMeshBasicMaterial || -+ material.isMeshStandardMaterial || -+ material.isShaderMaterial ) { -+ -+ p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); -+ - } -- if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) { -- p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse); -+ -+ if ( material.isMeshPhongMaterial || -+ material.isMeshToonMaterial || -+ material.isMeshLambertMaterial || -+ material.isMeshBasicMaterial || -+ material.isMeshStandardMaterial || -+ material.isShaderMaterial || -+ material.isShadowMaterial || -+ object.isSkinnedMesh ) { -+ -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateCameraViewMatricesUniform( camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); -+ -+ } -+ - } -+ - } - - // skinning and morph target uniforms must be set even if material didn't change - // auto-setting of texture unit for bone and morph texture must go before other textures - // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures - -- if (object.isSkinnedMesh) { -- p_uniforms.setOptional(_gl, object, 'bindMatrix'); -- p_uniforms.setOptional(_gl, object, 'bindMatrixInverse'); -+ if ( object.isSkinnedMesh ) { -+ -+ p_uniforms.setOptional( _gl, object, 'bindMatrix' ); -+ p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); -+ - const skeleton = object.skeleton; -- if (skeleton) { -- if (capabilities.floatVertexTextures) { -- if (skeleton.boneTexture === null) skeleton.computeBoneTexture(); -- p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures); -- p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize); -+ -+ if ( skeleton ) { -+ -+ if ( capabilities.floatVertexTextures ) { -+ -+ if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); -+ -+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); -+ p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); -+ - } else { -- console.warn('THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.'); -+ -+ console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' ); -+ - } -+ - } -+ - } -+ - const morphAttributes = geometry.morphAttributes; -- if (morphAttributes.position !== undefined || morphAttributes.normal !== undefined || morphAttributes.color !== undefined && capabilities.isWebGL2 === true) { -- morphtargets.update(object, geometry, material, program); -+ -+ if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) { -+ -+ morphtargets.update( object, geometry, material, program ); -+ - } -- if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) { -+ -+ if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { -+ - materialProperties.receiveShadow = object.receiveShadow; -- p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow); -+ p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); -+ - } - - // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512 - -- if (material.isMeshGouraudMaterial && material.envMap !== null) { -+ if ( material.isMeshGouraudMaterial && material.envMap !== null ) { -+ - m_uniforms.envMap.value = envMap; -- m_uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1; -+ -+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; -+ - } -- if (refreshMaterial) { -- p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure); -- if (materialProperties.needsLights) { -+ -+ if ( refreshMaterial ) { -+ -+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); -+ -+ if ( materialProperties.needsLights ) { -+ - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly -@@ -18546,53 +29139,88 @@ - // use the current material's .needsUpdate flags to set - // the GL state when required - -- markUniformsLightsNeedsUpdate(m_uniforms, refreshLights); -+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); -+ - } - - // refresh uniforms common to several materials - -- if (fog && material.fog === true) { -- materials.refreshFogUniforms(m_uniforms, fog); -+ if ( fog && material.fog === true ) { -+ -+ materials.refreshFogUniforms( m_uniforms, fog ); -+ - } -- materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget); -- WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); -+ -+ materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget ); -+ -+ WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); -+ - } -- if (material.isShaderMaterial && material.uniformsNeedUpdate === true) { -- WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); -+ -+ if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { -+ -+ WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); - material.uniformsNeedUpdate = false; -+ - } -- if (material.isSpriteMaterial) { -- p_uniforms.setValue(_gl, 'center', object.center); -+ -+ if ( material.isSpriteMaterial ) { -+ -+ p_uniforms.setValue( _gl, 'center', object.center ); -+ - } - - // common matrices - -- p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix); -- p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix); -- p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld); -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateObjectMatricesUniforms( object, camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); -+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); -+ -+ } -+ -+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - // UBOs - -- if (material.isShaderMaterial || material.isRawShaderMaterial) { -+ if ( material.isShaderMaterial || material.isRawShaderMaterial ) { -+ - const groups = material.uniformsGroups; -- for (let i = 0, l = groups.length; i < l; i++) { -- if (capabilities.isWebGL2) { -- const group = groups[i]; -- uniformsGroups.update(group, program); -- uniformsGroups.bind(group, program); -+ -+ for ( let i = 0, l = groups.length; i < l; i ++ ) { -+ -+ if ( capabilities.isWebGL2 ) { -+ -+ const group = groups[ i ]; -+ -+ uniformsGroups.update( group, program ); -+ uniformsGroups.bind( group, program ); -+ - } else { -- console.warn('THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.'); -+ -+ console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' ); -+ - } -+ - } -+ - } -+ - return program; -+ - } - - // If uniforms are marked as clean, they don't need to be loaded to the GPU. - -- function markUniformsLightsNeedsUpdate(uniforms, value) { -+ function markUniformsLightsNeedsUpdate( uniforms, value ) { -+ - uniforms.ambientLightColor.needsUpdate = value; - uniforms.lightProbe.needsUpdate = value; -+ - uniforms.directionalLights.needsUpdate = value; - uniforms.directionalLightShadows.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; -@@ -18601,422 +29229,683 @@ - uniforms.spotLightShadows.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; -+ - } -- function materialNeedsLights(material) { -- return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true; -+ -+ function materialNeedsLights( material ) { -+ -+ return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || -+ material.isMeshStandardMaterial || material.isShadowMaterial || -+ ( material.isShaderMaterial && material.lights === true ); -+ - } -+ - this.getActiveCubeFace = function () { -+ - return _currentActiveCubeFace; -+ - }; -+ - this.getActiveMipmapLevel = function () { -+ - return _currentActiveMipmapLevel; -+ - }; -+ - this.getRenderTarget = function () { -+ - return _currentRenderTarget; -+ - }; -- this.setRenderTargetTextures = function (renderTarget, colorTexture, depthTexture) { -- properties.get(renderTarget.texture).__webglTexture = colorTexture; -- properties.get(renderTarget.depthTexture).__webglTexture = depthTexture; -- const renderTargetProperties = properties.get(renderTarget); -+ -+ this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { -+ -+ properties.get( renderTarget.texture ).__webglTexture = colorTexture; -+ properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture; -+ -+ const renderTargetProperties = properties.get( renderTarget ); - renderTargetProperties.__hasExternalTextures = true; -- if (renderTargetProperties.__hasExternalTextures) { -- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; -- if (!renderTargetProperties.__autoAllocateDepthBuffer) { -- // The multisample_render_to_texture extension doesn't work properly if there -- // are midframe flushes and an external depth buffer. Disable use of the extension. -- if (extensions.has('WEBGL_multisampled_render_to_texture') === true) { -- console.warn('THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided'); -- renderTargetProperties.__useRenderToTexture = false; -- } -+ -+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; -+ -+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer && ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) { -+ -+ // The multisample_render_to_texture extension doesn't work properly if there -+ // are midframe flushes and an external depth buffer. Disable use of the extension. -+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { -+ -+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); -+ renderTargetProperties.__useRenderToTexture = false; -+ - } -+ - } -+ - }; -- this.setRenderTargetFramebuffer = function (renderTarget, defaultFramebuffer) { -- const renderTargetProperties = properties.get(renderTarget); -+ -+ this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); - renderTargetProperties.__webglFramebuffer = defaultFramebuffer; - renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; -+ - }; -- this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) { -+ -+ this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { -+ - _currentRenderTarget = renderTarget; - _currentActiveCubeFace = activeCubeFace; - _currentActiveMipmapLevel = activeMipmapLevel; -+ - let useDefaultFramebuffer = true; - let framebuffer = null; - let isCube = false; - let isRenderTarget3D = false; -- if (renderTarget) { -- const renderTargetProperties = properties.get(renderTarget); -- if (renderTargetProperties.__useDefaultFramebuffer !== undefined) { -+ -+ if ( renderTarget ) { -+ -+ const renderTargetProperties = properties.get( renderTarget ); -+ -+ if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { -+ - // We need to make sure to rebind the framebuffer. -- state.bindFramebuffer(_gl.FRAMEBUFFER, null); -+ state.bindFramebuffer( _gl.FRAMEBUFFER, null ); - useDefaultFramebuffer = false; -- } else if (renderTargetProperties.__webglFramebuffer === undefined) { -- textures.setupRenderTarget(renderTarget); -- } else if (renderTargetProperties.__hasExternalTextures) { -+ -+ } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { -+ -+ textures.setupRenderTarget( renderTarget ); -+ -+ } else if ( renderTargetProperties.__hasExternalTextures ) { -+ - // Color and depth texture must be rebound in order for the swapchain to update. -- textures.rebindTextures(renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture); -+ textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); -+ - } -+ - const texture = renderTarget.texture; -- if (texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture) { -+ -+ if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { -+ - isRenderTarget3D = true; -+ - } -- const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer; -- if (renderTarget.isWebGLCubeRenderTarget) { -- framebuffer = __webglFramebuffer[activeCubeFace]; -+ -+ const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; -+ -+ if ( renderTarget.isWebGLCubeRenderTarget ) { -+ -+ framebuffer = __webglFramebuffer[ activeCubeFace ]; - isCube = true; -- } else if (capabilities.isWebGL2 && renderTarget.samples > 0 && textures.useMultisampledRTT(renderTarget) === false) { -- framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer; -+ -+ } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { -+ -+ framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; -+ - } else { -+ - framebuffer = __webglFramebuffer; -+ - } -- _currentViewport.copy(renderTarget.viewport); -- _currentScissor.copy(renderTarget.scissor); -+ -+ _currentViewport.copy( renderTarget.viewport ); -+ _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; -+ - } else { -- _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor(); -- _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor(); -+ -+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); -+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); - _currentScissorTest = _scissorTest; -+ -+ } -+ -+ const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ -+ if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) { -+ -+ state.drawBuffers( renderTarget, framebuffer ); -+ - } -- const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -- if (framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer) { -- state.drawBuffers(renderTarget, framebuffer); -- } -- state.viewport(_currentViewport); -- state.scissor(_currentScissor); -- state.setScissorTest(_currentScissorTest); -- if (isCube) { -- const textureProperties = properties.get(renderTarget.texture); -- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel); -- } else if (isRenderTarget3D) { -- const textureProperties = properties.get(renderTarget.texture); -+ -+ state.viewport( _currentViewport ); -+ state.scissor( _currentScissor ); -+ state.setScissorTest( _currentScissorTest ); -+ -+ if ( isCube ) { -+ -+ const textureProperties = properties.get( renderTarget.texture ); -+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); -+ -+ } else if ( isRenderTarget3D ) { -+ -+ const textureProperties = properties.get( renderTarget.texture ); - const layer = activeCubeFace || 0; -- _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer); -+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); -+ - } -- _currentMaterialId = -1; // reset current material to ensure correct uniform bindings -+ -+ _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings -+ - }; - -- this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) { -- if (!(renderTarget && renderTarget.isWebGLRenderTarget)) { -- console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.'); -+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { -+ -+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { -+ -+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; -+ - } -- let framebuffer = properties.get(renderTarget).__webglFramebuffer; -- if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) { -- framebuffer = framebuffer[activeCubeFaceIndex]; -+ -+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer; -+ -+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { -+ -+ framebuffer = framebuffer[ activeCubeFaceIndex ]; -+ - } -- if (framebuffer) { -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -+ -+ if ( framebuffer ) { -+ -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ - try { -+ - const texture = renderTarget.texture; - const textureFormat = texture.format; - const textureType = texture.type; -- if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) { -- console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.'); -+ -+ if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { -+ -+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; -+ - } -- const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float')); -- if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && -- // Edge and Chrome Mac < 52 (#9513) -- !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && -- // Chrome Mac >= 52 and Firefox -- !halfFloatSupportedByExt) { -- console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.'); -+ -+ const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) ); -+ -+ if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513) -+ ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox -+ ! halfFloatSupportedByExt ) { -+ -+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; -+ - } - - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - -- if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) { -- _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer); -+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { -+ -+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); -+ - } -+ - } finally { -+ - // restore framebuffer of current render target if necessary - -- const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null; -- state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); -+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; -+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); -+ - } -+ - } -+ - }; -- this.copyFramebufferToTexture = function (position, texture, level = 0) { -- const levelScale = Math.pow(2, -level); -- const width = Math.floor(texture.image.width * levelScale); -- const height = Math.floor(texture.image.height * levelScale); -- textures.setTexture2D(texture, 0); -- _gl.copyTexSubImage2D(_gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height); -+ -+ this.copyFramebufferToTexture = function ( position, texture, level = 0 ) { -+ -+ const levelScale = Math.pow( 2, - level ); -+ const width = Math.floor( texture.image.width * levelScale ); -+ const height = Math.floor( texture.image.height * levelScale ); -+ -+ textures.setTexture2D( texture, 0 ); -+ -+ _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height ); -+ - state.unbindTexture(); -+ - }; -- this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) { -+ -+ this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) { -+ - const width = srcTexture.image.width; - const height = srcTexture.image.height; -- const glFormat = utils.convert(dstTexture.format); -- const glType = utils.convert(dstTexture.type); -- textures.setTexture2D(dstTexture, 0); -+ const glFormat = utils.convert( dstTexture.format ); -+ const glType = utils.convert( dstTexture.type ); -+ -+ textures.setTexture2D( dstTexture, 0 ); - - // As another texture upload may have changed pixelStorei - // parameters, make sure they are correct for the dstTexture -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); -- if (srcTexture.isDataTexture) { -- _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data); -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); -+ -+ if ( srcTexture.isDataTexture ) { -+ -+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); -+ - } else { -- if (srcTexture.isCompressedTexture) { -- _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data); -+ -+ if ( srcTexture.isCompressedTexture ) { -+ -+ _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); -+ - } else { -- _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image); -+ -+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image ); -+ - } -+ - } - - // Generate mipmaps only when copying level 0 -- if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D); -+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D ); -+ - state.unbindTexture(); -+ - }; -- this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) { -- if (_this.isWebGL1Renderer) { -- console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.'); -+ -+ this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) { -+ -+ if ( _this.isWebGL1Renderer ) { -+ -+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' ); - return; -+ - } -+ - const width = sourceBox.max.x - sourceBox.min.x + 1; - const height = sourceBox.max.y - sourceBox.min.y + 1; - const depth = sourceBox.max.z - sourceBox.min.z + 1; -- const glFormat = utils.convert(dstTexture.format); -- const glType = utils.convert(dstTexture.type); -+ const glFormat = utils.convert( dstTexture.format ); -+ const glType = utils.convert( dstTexture.type ); - let glTarget; -- if (dstTexture.isData3DTexture) { -- textures.setTexture3D(dstTexture, 0); -+ -+ if ( dstTexture.isData3DTexture ) { -+ -+ textures.setTexture3D( dstTexture, 0 ); - glTarget = _gl.TEXTURE_3D; -- } else if (dstTexture.isDataArrayTexture) { -- textures.setTexture2DArray(dstTexture, 0); -+ -+ } else if ( dstTexture.isDataArrayTexture ) { -+ -+ textures.setTexture2DArray( dstTexture, 0 ); - glTarget = _gl.TEXTURE_2D_ARRAY; -+ - } else { -- console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.'); -+ -+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' ); - return; -+ - } -- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); -- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); -- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); -- const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH); -- const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT); -- const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS); -- const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS); -- const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES); -- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image; -- _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width); -- _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height); -- _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x); -- _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y); -- _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z); -- if (srcTexture.isDataTexture || srcTexture.isData3DTexture) { -- _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data); -+ -+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); -+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); -+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); -+ -+ const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH ); -+ const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); -+ const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS ); -+ const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS ); -+ const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES ); -+ -+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image; -+ -+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); -+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z ); -+ -+ if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { -+ -+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data ); -+ - } else { -- if (srcTexture.isCompressedArrayTexture) { -- console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.'); -- _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data); -+ -+ if ( srcTexture.isCompressedArrayTexture ) { -+ -+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' ); -+ _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data ); -+ - } else { -- _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image); -+ -+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image ); -+ - } -+ - } -- _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen); -- _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight); -- _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels); -- _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows); -- _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); -+ -+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen ); -+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows ); -+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages ); - - // Generate mipmaps only when copying level 0 -- if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget); -+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget ); -+ - state.unbindTexture(); -+ - }; -- this.initTexture = function (texture) { -- if (texture.isCubeTexture) { -- textures.setTextureCube(texture, 0); -- } else if (texture.isData3DTexture) { -- textures.setTexture3D(texture, 0); -- } else if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) { -- textures.setTexture2DArray(texture, 0); -+ -+ this.initTexture = function ( texture ) { -+ -+ if ( texture.isCubeTexture ) { -+ -+ textures.setTextureCube( texture, 0 ); -+ -+ } else if ( texture.isData3DTexture ) { -+ -+ textures.setTexture3D( texture, 0 ); -+ -+ } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { -+ -+ textures.setTexture2DArray( texture, 0 ); -+ - } else { -- textures.setTexture2D(texture, 0); -+ -+ textures.setTexture2D( texture, 0 ); -+ - } -+ - state.unbindTexture(); -+ - }; -+ - this.resetState = function () { -+ - _currentActiveCubeFace = 0; - _currentActiveMipmapLevel = 0; - _currentRenderTarget = null; -+ - state.reset(); - bindingStates.reset(); -+ - }; -- if (typeof __THREE_DEVTOOLS__ !== 'undefined') { -- __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { -- detail: this -- })); -+ -+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { -+ -+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); -+ - } -+ - } - - class WebGL1Renderer extends WebGLRenderer {} -+ - WebGL1Renderer.prototype.isWebGL1Renderer = true; - - class FogExp2 { -- constructor(color, density = 0.00025) { -+ -+ constructor( color, density = 0.00025 ) { -+ - this.isFogExp2 = true; -+ - this.name = ''; -- this.color = new Color(color); -+ -+ this.color = new Color( color ); - this.density = density; -+ - } -+ - clone() { -- return new FogExp2(this.color, this.density); -+ -+ return new FogExp2( this.color, this.density ); -+ - } -- toJSON( /* meta */ -- ) { -+ -+ toJSON( /* meta */ ) { -+ - return { - type: 'FogExp2', - color: this.color.getHex(), - density: this.density - }; -+ - } -+ - } - - class Fog { -- constructor(color, near = 1, far = 1000) { -+ -+ constructor( color, near = 1, far = 1000 ) { -+ - this.isFog = true; -+ - this.name = ''; -- this.color = new Color(color); -+ -+ this.color = new Color( color ); -+ - this.near = near; - this.far = far; -+ - } -+ - clone() { -- return new Fog(this.color, this.near, this.far); -+ -+ return new Fog( this.color, this.near, this.far ); -+ - } -- toJSON( /* meta */ -- ) { -+ -+ toJSON( /* meta */ ) { -+ - return { - type: 'Fog', - color: this.color.getHex(), - near: this.near, - far: this.far - }; -+ - } -+ - } - - class Scene extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isScene = true; -+ - this.type = 'Scene'; -+ - this.background = null; - this.environment = null; - this.fog = null; -+ - this.backgroundBlurriness = 0; - this.backgroundIntensity = 1; -+ - this.overrideMaterial = null; -- if (typeof __THREE_DEVTOOLS__ !== 'undefined') { -- __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { -- detail: this -- })); -+ -+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { -+ -+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); -+ - } -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- if (source.background !== null) this.background = source.background.clone(); -- if (source.environment !== null) this.environment = source.environment.clone(); -- if (source.fog !== null) this.fog = source.fog.clone(); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ if ( source.background !== null ) this.background = source.background.clone(); -+ if ( source.environment !== null ) this.environment = source.environment.clone(); -+ if ( source.fog !== null ) this.fog = source.fog.clone(); -+ - this.backgroundBlurriness = source.backgroundBlurriness; - this.backgroundIntensity = source.backgroundIntensity; -- if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone(); -+ -+ if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); -+ - this.matrixAutoUpdate = source.matrixAutoUpdate; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -- if (this.fog !== null) data.object.fog = this.fog.toJSON(); -- if (this.backgroundBlurriness > 0) data.backgroundBlurriness = this.backgroundBlurriness; -- if (this.backgroundIntensity !== 1) data.backgroundIntensity = this.backgroundIntensity; -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ -+ if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); -+ if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; -+ if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; -+ - return data; -+ - } - - // @deprecated - - get autoUpdate() { -- console.warn('THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.'); -+ -+ console.warn( 'THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.' ); - return this.matrixWorldAutoUpdate; -+ - } -- set autoUpdate(value) { -- console.warn('THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.'); -+ -+ set autoUpdate( value ) { -+ -+ console.warn( 'THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.' ); - this.matrixWorldAutoUpdate = value; -+ - } -+ - } - - class InterleavedBuffer { -- constructor(array, stride) { -+ -+ constructor( array, stride ) { -+ - this.isInterleavedBuffer = true; -+ - this.array = array; - this.stride = stride; - this.count = array !== undefined ? array.length / stride : 0; -+ - this.usage = StaticDrawUsage; -- this.updateRange = { -- offset: 0, -- count: -1 -- }; -+ this.updateRange = { offset: 0, count: - 1 }; -+ - this.version = 0; -+ - this.uuid = generateUUID(); -+ - } -+ - onUploadCallback() {} -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -- setUsage(value) { -+ -+ setUsage( value ) { -+ - this.usage = value; -+ - return this; -+ - } -- copy(source) { -- this.array = new source.array.constructor(source.array); -+ -+ copy( source ) { -+ -+ this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.usage = source.usage; -+ - return this; -+ - } -- copyAt(index1, attribute, index2) { -+ -+ copyAt( index1, attribute, index2 ) { -+ - index1 *= this.stride; - index2 *= attribute.stride; -- for (let i = 0, l = this.stride; i < l; i++) { -- this.array[index1 + i] = attribute.array[index2 + i]; -+ -+ for ( let i = 0, l = this.stride; i < l; i ++ ) { -+ -+ this.array[ index1 + i ] = attribute.array[ index2 + i ]; -+ - } -+ - return this; -+ - } -- set(value, offset = 0) { -- this.array.set(value, offset); -+ -+ set( value, offset = 0 ) { -+ -+ this.array.set( value, offset ); -+ - return this; -+ - } -- clone(data) { -- if (data.arrayBuffers === undefined) { -+ -+ clone( data ) { -+ -+ if ( data.arrayBuffers === undefined ) { -+ - data.arrayBuffers = {}; -+ - } -- if (this.array.buffer._uuid === undefined) { -+ -+ if ( this.array.buffer._uuid === undefined ) { -+ - this.array.buffer._uuid = generateUUID(); -+ - } -- if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { -- data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer; -+ -+ if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { -+ -+ data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; -+ - } -- const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]); -- const ib = new this.constructor(array, this.stride); -- ib.setUsage(this.usage); -+ -+ const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); -+ -+ const ib = new this.constructor( array, this.stride ); -+ ib.setUsage( this.usage ); -+ - return ib; -+ - } -- onUpload(callback) { -+ -+ onUpload( callback ) { -+ - this.onUploadCallback = callback; -+ - return this; -+ - } -- toJSON(data) { -- if (data.arrayBuffers === undefined) { -+ -+ toJSON( data ) { -+ -+ if ( data.arrayBuffers === undefined ) { -+ - data.arrayBuffers = {}; -+ - } - - // generate UUID for array buffer if necessary - -- if (this.array.buffer._uuid === undefined) { -+ if ( this.array.buffer._uuid === undefined ) { -+ - this.array.buffer._uuid = generateUUID(); -+ - } -- if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { -- data.arrayBuffers[this.array.buffer._uuid] = Array.from(new Uint32Array(this.array.buffer)); -+ -+ if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { -+ -+ data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); -+ - } - - // -@@ -19027,158 +29916,295 @@ - type: this.array.constructor.name, - stride: this.stride - }; -+ - } -+ - } - -- const _vector$6 = /*@__PURE__*/new Vector3(); -+ const _vector$6 = /*@__PURE__*/ new Vector3(); -+ - class InterleavedBufferAttribute { -- constructor(interleavedBuffer, itemSize, offset, normalized = false) { -+ -+ constructor( interleavedBuffer, itemSize, offset, normalized = false ) { -+ - this.isInterleavedBufferAttribute = true; -+ - this.name = ''; -+ - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; -+ - this.normalized = normalized; -+ - } -+ - get count() { -+ - return this.data.count; -+ - } -+ - get array() { -+ - return this.data.array; -+ - } -- set needsUpdate(value) { -+ -+ set needsUpdate( value ) { -+ - this.data.needsUpdate = value; -+ - } -- applyMatrix4(m) { -- for (let i = 0, l = this.data.count; i < l; i++) { -- _vector$6.fromBufferAttribute(this, i); -- _vector$6.applyMatrix4(m); -- this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); -+ -+ applyMatrix4( m ) { -+ -+ for ( let i = 0, l = this.data.count; i < l; i ++ ) { -+ -+ _vector$6.fromBufferAttribute( this, i ); -+ -+ _vector$6.applyMatrix4( m ); -+ -+ this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); -+ - } -+ - return this; -+ - } -- applyNormalMatrix(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$6.fromBufferAttribute(this, i); -- _vector$6.applyNormalMatrix(m); -- this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); -+ -+ applyNormalMatrix( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$6.fromBufferAttribute( this, i ); -+ -+ _vector$6.applyNormalMatrix( m ); -+ -+ this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); -+ - } -+ - return this; -+ - } -- transformDirection(m) { -- for (let i = 0, l = this.count; i < l; i++) { -- _vector$6.fromBufferAttribute(this, i); -- _vector$6.transformDirection(m); -- this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); -+ -+ transformDirection( m ) { -+ -+ for ( let i = 0, l = this.count; i < l; i ++ ) { -+ -+ _vector$6.fromBufferAttribute( this, i ); -+ -+ _vector$6.transformDirection( m ); -+ -+ this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); -+ - } -+ - return this; -+ - } -- setX(index, x) { -- if (this.normalized) x = normalize(x, this.array); -- this.data.array[index * this.data.stride + this.offset] = x; -+ -+ setX( index, x ) { -+ -+ if ( this.normalized ) x = normalize( x, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset ] = x; -+ - return this; -+ - } -- setY(index, y) { -- if (this.normalized) y = normalize(y, this.array); -- this.data.array[index * this.data.stride + this.offset + 1] = y; -+ -+ setY( index, y ) { -+ -+ if ( this.normalized ) y = normalize( y, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset + 1 ] = y; -+ - return this; -+ - } -- setZ(index, z) { -- if (this.normalized) z = normalize(z, this.array); -- this.data.array[index * this.data.stride + this.offset + 2] = z; -+ -+ setZ( index, z ) { -+ -+ if ( this.normalized ) z = normalize( z, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset + 2 ] = z; -+ - return this; -+ - } -- setW(index, w) { -- if (this.normalized) w = normalize(w, this.array); -- this.data.array[index * this.data.stride + this.offset + 3] = w; -+ -+ setW( index, w ) { -+ -+ if ( this.normalized ) w = normalize( w, this.array ); -+ -+ this.data.array[ index * this.data.stride + this.offset + 3 ] = w; -+ - return this; -+ - } -- getX(index) { -- let x = this.data.array[index * this.data.stride + this.offset]; -- if (this.normalized) x = denormalize(x, this.array); -+ -+ getX( index ) { -+ -+ let x = this.data.array[ index * this.data.stride + this.offset ]; -+ -+ if ( this.normalized ) x = denormalize( x, this.array ); -+ - return x; -+ - } -- getY(index) { -- let y = this.data.array[index * this.data.stride + this.offset + 1]; -- if (this.normalized) y = denormalize(y, this.array); -+ -+ getY( index ) { -+ -+ let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; -+ -+ if ( this.normalized ) y = denormalize( y, this.array ); -+ - return y; -+ - } -- getZ(index) { -- let z = this.data.array[index * this.data.stride + this.offset + 2]; -- if (this.normalized) z = denormalize(z, this.array); -+ -+ getZ( index ) { -+ -+ let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; -+ -+ if ( this.normalized ) z = denormalize( z, this.array ); -+ - return z; -+ - } -- getW(index) { -- let w = this.data.array[index * this.data.stride + this.offset + 3]; -- if (this.normalized) w = denormalize(w, this.array); -+ -+ getW( index ) { -+ -+ let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; -+ -+ if ( this.normalized ) w = denormalize( w, this.array ); -+ - return w; -+ - } -- setXY(index, x, y) { -+ -+ setXY( index, x, y ) { -+ - index = index * this.data.stride + this.offset; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ - } -- this.data.array[index + 0] = x; -- this.data.array[index + 1] = y; -+ -+ this.data.array[ index + 0 ] = x; -+ this.data.array[ index + 1 ] = y; -+ - return this; -+ - } -- setXYZ(index, x, y, z) { -+ -+ setXYZ( index, x, y, z ) { -+ - index = index * this.data.stride + this.offset; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ - } -- this.data.array[index + 0] = x; -- this.data.array[index + 1] = y; -- this.data.array[index + 2] = z; -+ -+ this.data.array[ index + 0 ] = x; -+ this.data.array[ index + 1 ] = y; -+ this.data.array[ index + 2 ] = z; -+ - return this; -+ - } -- setXYZW(index, x, y, z, w) { -+ -+ setXYZW( index, x, y, z, w ) { -+ - index = index * this.data.stride + this.offset; -- if (this.normalized) { -- x = normalize(x, this.array); -- y = normalize(y, this.array); -- z = normalize(z, this.array); -- w = normalize(w, this.array); -+ -+ if ( this.normalized ) { -+ -+ x = normalize( x, this.array ); -+ y = normalize( y, this.array ); -+ z = normalize( z, this.array ); -+ w = normalize( w, this.array ); -+ - } -- this.data.array[index + 0] = x; -- this.data.array[index + 1] = y; -- this.data.array[index + 2] = z; -- this.data.array[index + 3] = w; -+ -+ this.data.array[ index + 0 ] = x; -+ this.data.array[ index + 1 ] = y; -+ this.data.array[ index + 2 ] = z; -+ this.data.array[ index + 3 ] = w; -+ - return this; -+ - } -- clone(data) { -- if (data === undefined) { -- console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.'); -+ -+ clone( data ) { -+ -+ if ( data === undefined ) { -+ -+ console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' ); -+ - const array = []; -- for (let i = 0; i < this.count; i++) { -+ -+ for ( let i = 0; i < this.count; i ++ ) { -+ - const index = i * this.data.stride + this.offset; -- for (let j = 0; j < this.itemSize; j++) { -- array.push(this.data.array[index + j]); -+ -+ for ( let j = 0; j < this.itemSize; j ++ ) { -+ -+ array.push( this.data.array[ index + j ] ); -+ - } -+ - } -- return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized); -+ -+ return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); -+ - } else { -- if (data.interleavedBuffers === undefined) { -+ -+ if ( data.interleavedBuffers === undefined ) { -+ - data.interleavedBuffers = {}; -+ - } -- if (data.interleavedBuffers[this.data.uuid] === undefined) { -- data.interleavedBuffers[this.data.uuid] = this.data.clone(data); -+ -+ if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { -+ -+ data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); -+ - } -- return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized); -+ -+ return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); -+ - } -+ - } -- toJSON(data) { -- if (data === undefined) { -- console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.'); -+ -+ toJSON( data ) { -+ -+ if ( data === undefined ) { -+ -+ console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); -+ - const array = []; -- for (let i = 0; i < this.count; i++) { -+ -+ for ( let i = 0; i < this.count; i ++ ) { -+ - const index = i * this.data.stride + this.offset; -- for (let j = 0; j < this.itemSize; j++) { -- array.push(this.data.array[index + j]); -+ -+ for ( let j = 0; j < this.itemSize; j ++ ) { -+ -+ array.push( this.data.array[ index + j ] ); -+ - } -+ - } - - // de-interleave data and save it as an ordinary buffer attribute for now -@@ -19189,15 +30215,23 @@ - array: array, - normalized: this.normalized - }; -+ - } else { -+ - // save as true interleaved attribute - -- if (data.interleavedBuffers === undefined) { -+ if ( data.interleavedBuffers === undefined ) { -+ - data.interleavedBuffers = {}; -+ - } -- if (data.interleavedBuffers[this.data.uuid] === undefined) { -- data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data); -+ -+ if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { -+ -+ data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); -+ - } -+ - return { - isInterleavedBufferAttribute: true, - itemSize: this.itemSize, -@@ -19205,426 +30239,741 @@ - offset: this.offset, - normalized: this.normalized - }; -+ - } -+ - } -+ - } - - class SpriteMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isSpriteMaterial = true; -+ - this.type = 'SpriteMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.rotation = 0; -+ - this.sizeAttenuation = true; -+ - this.transparent = true; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.rotation = source.rotation; -+ - this.sizeAttenuation = source.sizeAttenuation; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - let _geometry; -- const _intersectPoint = /*@__PURE__*/new Vector3(); -- const _worldScale = /*@__PURE__*/new Vector3(); -- const _mvPosition = /*@__PURE__*/new Vector3(); -- const _alignedPosition = /*@__PURE__*/new Vector2(); -- const _rotatedPosition = /*@__PURE__*/new Vector2(); -- const _viewWorldMatrix = /*@__PURE__*/new Matrix4(); -- const _vA = /*@__PURE__*/new Vector3(); -- const _vB = /*@__PURE__*/new Vector3(); -- const _vC = /*@__PURE__*/new Vector3(); -- const _uvA = /*@__PURE__*/new Vector2(); -- const _uvB = /*@__PURE__*/new Vector2(); -- const _uvC = /*@__PURE__*/new Vector2(); -+ -+ const _intersectPoint = /*@__PURE__*/ new Vector3(); -+ const _worldScale = /*@__PURE__*/ new Vector3(); -+ const _mvPosition = /*@__PURE__*/ new Vector3(); -+ -+ const _alignedPosition = /*@__PURE__*/ new Vector2(); -+ const _rotatedPosition = /*@__PURE__*/ new Vector2(); -+ const _viewWorldMatrix = /*@__PURE__*/ new Matrix4(); -+ -+ const _vA = /*@__PURE__*/ new Vector3(); -+ const _vB = /*@__PURE__*/ new Vector3(); -+ const _vC = /*@__PURE__*/ new Vector3(); -+ -+ const _uvA = /*@__PURE__*/ new Vector2(); -+ const _uvB = /*@__PURE__*/ new Vector2(); -+ const _uvC = /*@__PURE__*/ new Vector2(); -+ - class Sprite extends Object3D { -- constructor(material) { -+ -+ constructor( material ) { -+ - super(); -+ - this.isSprite = true; -+ - this.type = 'Sprite'; -- if (_geometry === undefined) { -+ -+ if ( _geometry === undefined ) { -+ - _geometry = new BufferGeometry(); -- const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]); -- const interleavedBuffer = new InterleavedBuffer(float32Array, 5); -- _geometry.setIndex([0, 1, 2, 0, 2, 3]); -- _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false)); -- _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false)); -+ -+ const float32Array = new Float32Array( [ -+ - 0.5, - 0.5, 0, 0, 0, -+ 0.5, - 0.5, 0, 1, 0, -+ 0.5, 0.5, 0, 1, 1, -+ - 0.5, 0.5, 0, 0, 1 -+ ] ); -+ -+ const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); -+ -+ _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); -+ _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); -+ _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); -+ - } -+ - this.geometry = _geometry; -- this.material = material !== undefined ? material : new SpriteMaterial(); -- this.center = new Vector2(0.5, 0.5); -+ this.material = ( material !== undefined ) ? material : new SpriteMaterial(); -+ -+ this.center = new Vector2( 0.5, 0.5 ); -+ - } -- raycast(raycaster, intersects) { -- if (raycaster.camera === null) { -- console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.'); -+ -+ raycast( raycaster, intersects ) { -+ -+ if ( raycaster.camera === null ) { -+ -+ console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); -+ - } -- _worldScale.setFromMatrixScale(this.matrixWorld); -- _viewWorldMatrix.copy(raycaster.camera.matrixWorld); -- this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld); -- _mvPosition.setFromMatrixPosition(this.modelViewMatrix); -- if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) { -- _worldScale.multiplyScalar(-_mvPosition.z); -+ -+ _worldScale.setFromMatrixScale( this.matrixWorld ); -+ -+ _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); -+ this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); -+ -+ _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); -+ -+ if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { -+ -+ _worldScale.multiplyScalar( - _mvPosition.z ); -+ - } -+ - const rotation = this.material.rotation; - let sin, cos; -- if (rotation !== 0) { -- cos = Math.cos(rotation); -- sin = Math.sin(rotation); -+ -+ if ( rotation !== 0 ) { -+ -+ cos = Math.cos( rotation ); -+ sin = Math.sin( rotation ); -+ - } -+ - const center = this.center; -- transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- _uvA.set(0, 0); -- _uvB.set(1, 0); -- _uvC.set(1, 1); -+ -+ transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ -+ _uvA.set( 0, 0 ); -+ _uvB.set( 1, 0 ); -+ _uvC.set( 1, 1 ); - - // check first triangle -- let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint); -- if (intersect === null) { -+ let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint ); -+ -+ if ( intersect === null ) { -+ - // check second triangle -- transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos); -- _uvB.set(0, 1); -- intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint); -- if (intersect === null) { -+ transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); -+ _uvB.set( 0, 1 ); -+ -+ intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint ); -+ if ( intersect === null ) { -+ - return; -+ - } -+ - } -- const distance = raycaster.ray.origin.distanceTo(_intersectPoint); -- if (distance < raycaster.near || distance > raycaster.far) return; -- intersects.push({ -+ -+ const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) return; -+ -+ intersects.push( { -+ - distance: distance, - point: _intersectPoint.clone(), -- uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()), -+ uv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ), - face: null, - object: this -- }); -+ -+ } ); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- if (source.center !== undefined) this.center.copy(source.center); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ if ( source.center !== undefined ) this.center.copy( source.center ); -+ - this.material = source.material; -+ - return this; -+ - } -+ - } -- function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) { -+ -+ function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { -+ - // compute position in camera space -- _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); -+ _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - - // to check if rotation is not zero -- if (sin !== undefined) { -- _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y; -- _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y; -+ if ( sin !== undefined ) { -+ -+ _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); -+ _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); -+ - } else { -- _rotatedPosition.copy(_alignedPosition); -+ -+ _rotatedPosition.copy( _alignedPosition ); -+ - } -- vertexPosition.copy(mvPosition); -+ -+ -+ vertexPosition.copy( mvPosition ); - vertexPosition.x += _rotatedPosition.x; - vertexPosition.y += _rotatedPosition.y; - - // transform to world space -- vertexPosition.applyMatrix4(_viewWorldMatrix); -+ vertexPosition.applyMatrix4( _viewWorldMatrix ); -+ - } - -- const _v1$2 = /*@__PURE__*/new Vector3(); -- const _v2$1 = /*@__PURE__*/new Vector3(); -+ const _v1$2 = /*@__PURE__*/ new Vector3(); -+ const _v2$1 = /*@__PURE__*/ new Vector3(); -+ - class LOD extends Object3D { -+ - constructor() { -+ - super(); -+ - this._currentLevel = 0; -+ - this.type = 'LOD'; -- Object.defineProperties(this, { -+ -+ Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - }, - isLOD: { -- value: true -+ value: true, - } -- }); -+ } ); -+ - this.autoUpdate = true; -+ - } -- copy(source) { -- super.copy(source, false); -+ -+ copy( source ) { -+ -+ super.copy( source, false ); -+ - const levels = source.levels; -- for (let i = 0, l = levels.length; i < l; i++) { -- const level = levels[i]; -- this.addLevel(level.object.clone(), level.distance, level.hysteresis); -+ -+ for ( let i = 0, l = levels.length; i < l; i ++ ) { -+ -+ const level = levels[ i ]; -+ -+ this.addLevel( level.object.clone(), level.distance, level.hysteresis ); -+ - } -+ - this.autoUpdate = source.autoUpdate; -+ - return this; -+ - } -- addLevel(object, distance = 0, hysteresis = 0) { -- distance = Math.abs(distance); -+ -+ addLevel( object, distance = 0, hysteresis = 0 ) { -+ -+ distance = Math.abs( distance ); -+ - const levels = this.levels; -+ - let l; -- for (l = 0; l < levels.length; l++) { -- if (distance < levels[l].distance) { -+ -+ for ( l = 0; l < levels.length; l ++ ) { -+ -+ if ( distance < levels[ l ].distance ) { -+ - break; -+ - } -+ - } -- levels.splice(l, 0, { -- distance: distance, -- hysteresis: hysteresis, -- object: object -- }); -- this.add(object); -+ -+ levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); -+ -+ this.add( object ); -+ - return this; -+ - } -+ - getCurrentLevel() { -+ - return this._currentLevel; -+ - } -- getObjectForDistance(distance) { -+ -+ -+ -+ getObjectForDistance( distance ) { -+ - const levels = this.levels; -- if (levels.length > 0) { -+ -+ if ( levels.length > 0 ) { -+ - let i, l; -- for (i = 1, l = levels.length; i < l; i++) { -- let levelDistance = levels[i].distance; -- if (levels[i].object.visible) { -- levelDistance -= levelDistance * levels[i].hysteresis; -+ -+ for ( i = 1, l = levels.length; i < l; i ++ ) { -+ -+ let levelDistance = levels[ i ].distance; -+ -+ if ( levels[ i ].object.visible ) { -+ -+ levelDistance -= levelDistance * levels[ i ].hysteresis; -+ - } -- if (distance < levelDistance) { -+ -+ if ( distance < levelDistance ) { -+ - break; -+ - } -+ - } -- return levels[i - 1].object; -+ -+ return levels[ i - 1 ].object; -+ - } -+ - return null; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const levels = this.levels; -- if (levels.length > 0) { -- _v1$2.setFromMatrixPosition(this.matrixWorld); -- const distance = raycaster.ray.origin.distanceTo(_v1$2); -- this.getObjectForDistance(distance).raycast(raycaster, intersects); -+ -+ if ( levels.length > 0 ) { -+ -+ _v1$2.setFromMatrixPosition( this.matrixWorld ); -+ -+ const distance = raycaster.ray.origin.distanceTo( _v1$2 ); -+ -+ this.getObjectForDistance( distance ).raycast( raycaster, intersects ); -+ - } -+ - } -- update(camera) { -+ -+ update( camera ) { -+ - const levels = this.levels; -- if (levels.length > 1) { -- _v1$2.setFromMatrixPosition(camera.matrixWorld); -- _v2$1.setFromMatrixPosition(this.matrixWorld); -- const distance = _v1$2.distanceTo(_v2$1) / camera.zoom; -- levels[0].object.visible = true; -+ -+ if ( levels.length > 1 ) { -+ -+ _v1$2.setFromMatrixPosition( camera.matrixWorld ); -+ _v2$1.setFromMatrixPosition( this.matrixWorld ); -+ -+ const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom; -+ -+ levels[ 0 ].object.visible = true; -+ - let i, l; -- for (i = 1, l = levels.length; i < l; i++) { -- let levelDistance = levels[i].distance; -- if (levels[i].object.visible) { -- levelDistance -= levelDistance * levels[i].hysteresis; -- } -- if (distance >= levelDistance) { -- levels[i - 1].object.visible = false; -- levels[i].object.visible = true; -+ -+ for ( i = 1, l = levels.length; i < l; i ++ ) { -+ -+ let levelDistance = levels[ i ].distance; -+ -+ if ( levels[ i ].object.visible ) { -+ -+ levelDistance -= levelDistance * levels[ i ].hysteresis; -+ -+ } -+ -+ if ( distance >= levelDistance ) { -+ -+ levels[ i - 1 ].object.visible = false; -+ levels[ i ].object.visible = true; -+ - } else { -+ - break; -+ - } -+ - } -+ - this._currentLevel = i - 1; -- for (; i < l; i++) { -- levels[i].object.visible = false; -+ -+ for ( ; i < l; i ++ ) { -+ -+ levels[ i ].object.visible = false; -+ - } -+ - } -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -- if (this.autoUpdate === false) data.object.autoUpdate = false; -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ -+ if ( this.autoUpdate === false ) data.object.autoUpdate = false; -+ - data.object.levels = []; -+ - const levels = this.levels; -- for (let i = 0, l = levels.length; i < l; i++) { -- const level = levels[i]; -- data.object.levels.push({ -+ -+ for ( let i = 0, l = levels.length; i < l; i ++ ) { -+ -+ const level = levels[ i ]; -+ -+ data.object.levels.push( { - object: level.object.uuid, - distance: level.distance, - hysteresis: level.hysteresis -- }); -+ } ); -+ - } -+ - return data; -+ - } -+ - } - -- const _basePosition = /*@__PURE__*/new Vector3(); -- const _skinIndex = /*@__PURE__*/new Vector4(); -- const _skinWeight = /*@__PURE__*/new Vector4(); -- const _vector$5 = /*@__PURE__*/new Vector3(); -- const _matrix = /*@__PURE__*/new Matrix4(); -+ const _basePosition = /*@__PURE__*/ new Vector3(); -+ -+ const _skinIndex = /*@__PURE__*/ new Vector4(); -+ const _skinWeight = /*@__PURE__*/ new Vector4(); -+ -+ const _vector$5 = /*@__PURE__*/ new Vector3(); -+ const _matrix = /*@__PURE__*/ new Matrix4(); -+ - class SkinnedMesh extends Mesh { -- constructor(geometry, material) { -- super(geometry, material); -+ -+ constructor( geometry, material ) { -+ -+ super( geometry, material ); -+ - this.isSkinnedMesh = true; -+ - this.type = 'SkinnedMesh'; -+ - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.bindMode = source.bindMode; -- this.bindMatrix.copy(source.bindMatrix); -- this.bindMatrixInverse.copy(source.bindMatrixInverse); -+ this.bindMatrix.copy( source.bindMatrix ); -+ this.bindMatrixInverse.copy( source.bindMatrixInverse ); -+ - this.skeleton = source.skeleton; -+ - return this; -+ - } -- bind(skeleton, bindMatrix) { -+ -+ bind( skeleton, bindMatrix ) { -+ - this.skeleton = skeleton; -- if (bindMatrix === undefined) { -- this.updateMatrixWorld(true); -+ -+ if ( bindMatrix === undefined ) { -+ -+ this.updateMatrixWorld( true ); -+ - this.skeleton.calculateInverses(); -+ - bindMatrix = this.matrixWorld; -+ - } -- this.bindMatrix.copy(bindMatrix); -- this.bindMatrixInverse.copy(bindMatrix).invert(); -+ -+ this.bindMatrix.copy( bindMatrix ); -+ this.bindMatrixInverse.copy( bindMatrix ).invert(); -+ - } -+ - pose() { -+ - this.skeleton.pose(); -+ - } -+ - normalizeSkinWeights() { -+ - const vector = new Vector4(); -+ - const skinWeight = this.geometry.attributes.skinWeight; -- for (let i = 0, l = skinWeight.count; i < l; i++) { -- vector.fromBufferAttribute(skinWeight, i); -+ -+ for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { -+ -+ vector.fromBufferAttribute( skinWeight, i ); -+ - const scale = 1.0 / vector.manhattanLength(); -- if (scale !== Infinity) { -- vector.multiplyScalar(scale); -+ -+ if ( scale !== Infinity ) { -+ -+ vector.multiplyScalar( scale ); -+ - } else { -- vector.set(1, 0, 0, 0); // do something reasonable -+ -+ vector.set( 1, 0, 0, 0 ); // do something reasonable -+ - } - -- skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w); -+ skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); -+ - } -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -- if (this.bindMode === 'attached') { -- this.bindMatrixInverse.copy(this.matrixWorld).invert(); -- } else if (this.bindMode === 'detached') { -- this.bindMatrixInverse.copy(this.bindMatrix).invert(); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ -+ if ( this.bindMode === 'attached' ) { -+ -+ this.bindMatrixInverse.copy( this.matrixWorld ).invert(); -+ -+ } else if ( this.bindMode === 'detached' ) { -+ -+ this.bindMatrixInverse.copy( this.bindMatrix ).invert(); -+ - } else { -- console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode); -+ -+ console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); -+ - } -+ - } -- boneTransform(index, target) { -+ -+ boneTransform( index, target ) { -+ - const skeleton = this.skeleton; - const geometry = this.geometry; -- _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index); -- _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index); -- _basePosition.copy(target).applyMatrix4(this.bindMatrix); -- target.set(0, 0, 0); -- for (let i = 0; i < 4; i++) { -- const weight = _skinWeight.getComponent(i); -- if (weight !== 0) { -- const boneIndex = _skinIndex.getComponent(i); -- _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]); -- target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight); -+ -+ _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); -+ _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); -+ -+ _basePosition.copy( target ).applyMatrix4( this.bindMatrix ); -+ -+ target.set( 0, 0, 0 ); -+ -+ for ( let i = 0; i < 4; i ++ ) { -+ -+ const weight = _skinWeight.getComponent( i ); -+ -+ if ( weight !== 0 ) { -+ -+ const boneIndex = _skinIndex.getComponent( i ); -+ -+ _matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); -+ -+ target.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight ); -+ - } -+ - } -- return target.applyMatrix4(this.bindMatrixInverse); -+ -+ return target.applyMatrix4( this.bindMatrixInverse ); -+ - } -+ - } - - class Bone extends Object3D { -+ - constructor() { -+ - super(); -+ - this.isBone = true; -+ - this.type = 'Bone'; -+ - } -+ - } - -- class DataTexture extends Texture { -- constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) { -- super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); -+ class DataTexture extends Texture { -+ -+ constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) { -+ -+ super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); -+ - this.isDataTexture = true; -- this.image = { -- data: data, -- width: width, -- height: height -- }; -+ -+ this.image = { data: data, width: width, height: height }; -+ - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; -+ - } -+ - } - -- const _offsetMatrix = /*@__PURE__*/new Matrix4(); -- const _identityMatrix = /*@__PURE__*/new Matrix4(); -+ const _offsetMatrix = /*@__PURE__*/ new Matrix4(); -+ const _identityMatrix = /*@__PURE__*/ new Matrix4(); -+ - class Skeleton { -- constructor(bones = [], boneInverses = []) { -+ -+ constructor( bones = [], boneInverses = [] ) { -+ - this.uuid = generateUUID(); -- this.bones = bones.slice(0); -+ -+ this.bones = bones.slice( 0 ); - this.boneInverses = boneInverses; - this.boneMatrices = null; -+ - this.boneTexture = null; - this.boneTextureSize = 0; -- this.frame = -1; -+ -+ this.frame = - 1; -+ - this.init(); -+ - } -+ - init() { -+ - const bones = this.bones; - const boneInverses = this.boneInverses; -- this.boneMatrices = new Float32Array(bones.length * 16); -+ -+ this.boneMatrices = new Float32Array( bones.length * 16 ); - - // calculate inverse bone matrices if necessary - -- if (boneInverses.length === 0) { -+ if ( boneInverses.length === 0 ) { -+ - this.calculateInverses(); -+ - } else { -+ - // handle special case - -- if (bones.length !== boneInverses.length) { -- console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.'); -+ if ( bones.length !== boneInverses.length ) { -+ -+ console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' ); -+ - this.boneInverses = []; -- for (let i = 0, il = this.bones.length; i < il; i++) { -- this.boneInverses.push(new Matrix4()); -+ -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ this.boneInverses.push( new Matrix4() ); -+ - } -+ - } -+ - } -+ - } -+ - calculateInverses() { -+ - this.boneInverses.length = 0; -- for (let i = 0, il = this.bones.length; i < il; i++) { -+ -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ - const inverse = new Matrix4(); -- if (this.bones[i]) { -- inverse.copy(this.bones[i].matrixWorld).invert(); -+ -+ if ( this.bones[ i ] ) { -+ -+ inverse.copy( this.bones[ i ].matrixWorld ).invert(); -+ - } -- this.boneInverses.push(inverse); -+ -+ this.boneInverses.push( inverse ); -+ - } -+ - } -+ - pose() { -+ - // recover the bind-time world matrices - -- for (let i = 0, il = this.bones.length; i < il; i++) { -- const bone = this.bones[i]; -- if (bone) { -- bone.matrixWorld.copy(this.boneInverses[i]).invert(); -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ const bone = this.bones[ i ]; -+ -+ if ( bone ) { -+ -+ bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); -+ - } -+ - } - - // compute the local matrices, positions, rotations and scales - -- for (let i = 0, il = this.bones.length; i < il; i++) { -- const bone = this.bones[i]; -- if (bone) { -- if (bone.parent && bone.parent.isBone) { -- bone.matrix.copy(bone.parent.matrixWorld).invert(); -- bone.matrix.multiply(bone.matrixWorld); -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ const bone = this.bones[ i ]; -+ -+ if ( bone ) { -+ -+ if ( bone.parent && bone.parent.isBone ) { -+ -+ bone.matrix.copy( bone.parent.matrixWorld ).invert(); -+ bone.matrix.multiply( bone.matrixWorld ); -+ - } else { -- bone.matrix.copy(bone.matrixWorld); -+ -+ bone.matrix.copy( bone.matrixWorld ); -+ - } -- bone.matrix.decompose(bone.position, bone.quaternion, bone.scale); -+ -+ bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); -+ - } -+ - } -+ - } -+ - update() { -+ - const bones = this.bones; - const boneInverses = this.boneInverses; - const boneMatrices = this.boneMatrices; -@@ -19632,72 +30981,117 @@ - - // flatten bone matrices to array - -- for (let i = 0, il = bones.length; i < il; i++) { -+ for ( let i = 0, il = bones.length; i < il; i ++ ) { -+ - // compute the offset between the current and the original transform - -- const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix; -- _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]); -- _offsetMatrix.toArray(boneMatrices, i * 16); -+ const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; -+ -+ _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); -+ _offsetMatrix.toArray( boneMatrices, i * 16 ); -+ - } -- if (boneTexture !== null) { -+ -+ if ( boneTexture !== null ) { -+ - boneTexture.needsUpdate = true; -+ - } -+ - } -+ - clone() { -- return new Skeleton(this.bones, this.boneInverses); -+ -+ return new Skeleton( this.bones, this.boneInverses ); -+ - } -+ - computeBoneTexture() { -+ - // layout (1 matrix = 4 pixels) -- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) -- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) -- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) -- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) -- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) -- -- let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix -- size = ceilPowerOfTwo(size); -- size = Math.max(size, 4); -- const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel -- boneMatrices.set(this.boneMatrices); // copy current values -- -- const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType); -+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) -+ // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) -+ // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) -+ // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) -+ // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) -+ -+ let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix -+ size = ceilPowerOfTwo( size ); -+ size = Math.max( size, 4 ); -+ -+ const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel -+ boneMatrices.set( this.boneMatrices ); // copy current values -+ -+ const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); - boneTexture.needsUpdate = true; -+ - this.boneMatrices = boneMatrices; - this.boneTexture = boneTexture; - this.boneTextureSize = size; -+ - return this; -+ - } -- getBoneByName(name) { -- for (let i = 0, il = this.bones.length; i < il; i++) { -- const bone = this.bones[i]; -- if (bone.name === name) { -+ -+ getBoneByName( name ) { -+ -+ for ( let i = 0, il = this.bones.length; i < il; i ++ ) { -+ -+ const bone = this.bones[ i ]; -+ -+ if ( bone.name === name ) { -+ - return bone; -+ - } -+ - } -+ - return undefined; -+ - } -- dispose() { -- if (this.boneTexture !== null) { -+ -+ dispose( ) { -+ -+ if ( this.boneTexture !== null ) { -+ - this.boneTexture.dispose(); -+ - this.boneTexture = null; -+ - } -+ - } -- fromJSON(json, bones) { -+ -+ fromJSON( json, bones ) { -+ - this.uuid = json.uuid; -- for (let i = 0, l = json.bones.length; i < l; i++) { -- const uuid = json.bones[i]; -- let bone = bones[uuid]; -- if (bone === undefined) { -- console.warn('THREE.Skeleton: No bone found with UUID:', uuid); -+ -+ for ( let i = 0, l = json.bones.length; i < l; i ++ ) { -+ -+ const uuid = json.bones[ i ]; -+ let bone = bones[ uuid ]; -+ -+ if ( bone === undefined ) { -+ -+ console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid ); - bone = new Bone(); -+ - } -- this.bones.push(bone); -- this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i])); -+ -+ this.bones.push( bone ); -+ this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); -+ - } -+ - this.init(); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = { - metadata: { - version: 4.5, -@@ -19707,177 +31101,302 @@ - bones: [], - boneInverses: [] - }; -+ - data.uuid = this.uuid; -+ - const bones = this.bones; - const boneInverses = this.boneInverses; -- for (let i = 0, l = bones.length; i < l; i++) { -- const bone = bones[i]; -- data.bones.push(bone.uuid); -- const boneInverse = boneInverses[i]; -- data.boneInverses.push(boneInverse.toArray()); -+ -+ for ( let i = 0, l = bones.length; i < l; i ++ ) { -+ -+ const bone = bones[ i ]; -+ data.bones.push( bone.uuid ); -+ -+ const boneInverse = boneInverses[ i ]; -+ data.boneInverses.push( boneInverse.toArray() ); -+ - } -+ - return data; -+ - } -+ - } - - class InstancedBufferAttribute extends BufferAttribute { -- constructor(array, itemSize, normalized, meshPerAttribute = 1) { -- super(array, itemSize, normalized); -+ -+ constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { -+ -+ super( array, itemSize, normalized ); -+ - this.isInstancedBufferAttribute = true; -+ - this.meshPerAttribute = meshPerAttribute; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.meshPerAttribute = source.meshPerAttribute; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.meshPerAttribute = this.meshPerAttribute; -+ - data.isInstancedBufferAttribute = true; -+ - return data; -+ - } -+ - } - -- const _instanceLocalMatrix = /*@__PURE__*/new Matrix4(); -- const _instanceWorldMatrix = /*@__PURE__*/new Matrix4(); -+ const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); -+ const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); -+ - const _instanceIntersects = []; -- const _identity = /*@__PURE__*/new Matrix4(); -- const _mesh = /*@__PURE__*/new Mesh(); -+ -+ const _identity = /*@__PURE__*/ new Matrix4(); -+ const _mesh = /*@__PURE__*/ new Mesh(); -+ - class InstancedMesh extends Mesh { -- constructor(geometry, material, count) { -- super(geometry, material); -+ -+ constructor( geometry, material, count ) { -+ -+ super( geometry, material ); -+ - this.isInstancedMesh = true; -- this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16); -+ -+ this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); - this.instanceColor = null; -+ - this.count = count; -+ - this.frustumCulled = false; -- for (let i = 0; i < count; i++) { -- this.setMatrixAt(i, _identity); -+ -+ for ( let i = 0; i < count; i ++ ) { -+ -+ this.setMatrixAt( i, _identity ); -+ - } -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.instanceMatrix.copy(source.instanceMatrix); -- if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone(); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.instanceMatrix.copy( source.instanceMatrix ); -+ -+ if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); -+ - this.count = source.count; -+ - return this; -+ - } -- getColorAt(index, color) { -- color.fromArray(this.instanceColor.array, index * 3); -+ -+ getColorAt( index, color ) { -+ -+ color.fromArray( this.instanceColor.array, index * 3 ); -+ - } -- getMatrixAt(index, matrix) { -- matrix.fromArray(this.instanceMatrix.array, index * 16); -+ -+ getMatrixAt( index, matrix ) { -+ -+ matrix.fromArray( this.instanceMatrix.array, index * 16 ); -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const matrixWorld = this.matrixWorld; - const raycastTimes = this.count; -+ - _mesh.geometry = this.geometry; - _mesh.material = this.material; -- if (_mesh.material === undefined) return; -- for (let instanceId = 0; instanceId < raycastTimes; instanceId++) { -+ -+ if ( _mesh.material === undefined ) return; -+ -+ for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { -+ - // calculate the world matrix for each instance - -- this.getMatrixAt(instanceId, _instanceLocalMatrix); -- _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); -+ this.getMatrixAt( instanceId, _instanceLocalMatrix ); -+ -+ _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - - // the mesh represents this single instance - - _mesh.matrixWorld = _instanceWorldMatrix; -- _mesh.raycast(raycaster, _instanceIntersects); -+ -+ _mesh.raycast( raycaster, _instanceIntersects ); - - // process the result of raycast - -- for (let i = 0, l = _instanceIntersects.length; i < l; i++) { -- const intersect = _instanceIntersects[i]; -+ for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { -+ -+ const intersect = _instanceIntersects[ i ]; - intersect.instanceId = instanceId; - intersect.object = this; -- intersects.push(intersect); -+ intersects.push( intersect ); -+ - } -+ - _instanceIntersects.length = 0; -+ - } -+ - } -- setColorAt(index, color) { -- if (this.instanceColor === null) { -- this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3); -+ -+ setColorAt( index, color ) { -+ -+ if ( this.instanceColor === null ) { -+ -+ this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 ); -+ - } -- color.toArray(this.instanceColor.array, index * 3); -+ -+ color.toArray( this.instanceColor.array, index * 3 ); -+ -+ } -+ -+ setMatrixAt( index, matrix ) { -+ -+ matrix.toArray( this.instanceMatrix.array, index * 16 ); -+ - } -- setMatrixAt(index, matrix) { -- matrix.toArray(this.instanceMatrix.array, index * 16); -+ -+ updateMorphTargets() { -+ - } -- updateMorphTargets() {} -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - } -+ - } - - class LineBasicMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isLineBasicMaterial = true; -+ - this.type = 'LineBasicMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - -- const _start$1 = /*@__PURE__*/new Vector3(); -- const _end$1 = /*@__PURE__*/new Vector3(); -- const _inverseMatrix$1 = /*@__PURE__*/new Matrix4(); -- const _ray$1 = /*@__PURE__*/new Ray(); -- const _sphere$1 = /*@__PURE__*/new Sphere(); -+ const _start$1 = /*@__PURE__*/ new Vector3(); -+ const _end$1 = /*@__PURE__*/ new Vector3(); -+ const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); -+ const _ray$1 = /*@__PURE__*/ new Ray(); -+ const _sphere$1 = /*@__PURE__*/ new Sphere(); -+ - class Line extends Object3D { -- constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) { -+ -+ constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { -+ - super(); -+ - this.isLine = true; -+ - this.type = 'Line'; -+ - this.geometry = geometry; - this.material = material; -+ - this.updateMorphTargets(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.material = source.material; - this.geometry = source.geometry; -+ - return this; -+ - } -+ - computeLineDistances() { -+ - const geometry = this.geometry; - - // we assume non-indexed geometry - -- if (geometry.index === null) { -+ if ( geometry.index === null ) { -+ - const positionAttribute = geometry.attributes.position; -- const lineDistances = [0]; -- for (let i = 1, l = positionAttribute.count; i < l; i++) { -- _start$1.fromBufferAttribute(positionAttribute, i - 1); -- _end$1.fromBufferAttribute(positionAttribute, i); -- lineDistances[i] = lineDistances[i - 1]; -- lineDistances[i] += _start$1.distanceTo(_end$1); -- } -- geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)); -+ const lineDistances = [ 0 ]; -+ -+ for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { -+ -+ _start$1.fromBufferAttribute( positionAttribute, i - 1 ); -+ _end$1.fromBufferAttribute( positionAttribute, i ); -+ -+ lineDistances[ i ] = lineDistances[ i - 1 ]; -+ lineDistances[ i ] += _start$1.distanceTo( _end$1 ); -+ -+ } -+ -+ geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); -+ - } else { -- console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.'); -+ -+ console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); -+ - } -+ - return this; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Line.threshold; -@@ -19885,178 +31404,287 @@ - - // Checking boundingSphere distance to ray - -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere$1.copy(geometry.boundingSphere); -- _sphere$1.applyMatrix4(matrixWorld); -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere$1.copy( geometry.boundingSphere ); -+ _sphere$1.applyMatrix4( matrixWorld ); - _sphere$1.radius += threshold; -- if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; -+ -+ if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; - - // - -- _inverseMatrix$1.copy(matrixWorld).invert(); -- _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1); -- const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); -+ _inverseMatrix$1.copy( matrixWorld ).invert(); -+ _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); -+ -+ const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; -+ - const vStart = new Vector3(); - const vEnd = new Vector3(); - const interSegment = new Vector3(); - const interRay = new Vector3(); - const step = this.isLineSegments ? 2 : 1; -+ - const index = geometry.index; - const attributes = geometry.attributes; - const positionAttribute = attributes.position; -- if (index !== null) { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(index.count, drawRange.start + drawRange.count); -- for (let i = start, l = end - 1; i < l; i += step) { -- const a = index.getX(i); -- const b = index.getX(i + 1); -- vStart.fromBufferAttribute(positionAttribute, a); -- vEnd.fromBufferAttribute(positionAttribute, b); -- const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment); -- if (distSq > localThresholdSq) continue; -- interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation -- -- const distance = raycaster.ray.origin.distanceTo(interRay); -- if (distance < raycaster.near || distance > raycaster.far) continue; -- intersects.push({ -+ -+ if ( index !== null ) { -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, l = end - 1; i < l; i += step ) { -+ -+ const a = index.getX( i ); -+ const b = index.getX( i + 1 ); -+ -+ vStart.fromBufferAttribute( positionAttribute, a ); -+ vEnd.fromBufferAttribute( positionAttribute, b ); -+ -+ const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); -+ -+ if ( distSq > localThresholdSq ) continue; -+ -+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation -+ -+ const distance = raycaster.ray.origin.distanceTo( interRay ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) continue; -+ -+ intersects.push( { -+ - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), -- point: interSegment.clone().applyMatrix4(this.matrixWorld), -+ point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this -- }); -+ -+ } ); -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count); -- for (let i = start, l = end - 1; i < l; i += step) { -- vStart.fromBufferAttribute(positionAttribute, i); -- vEnd.fromBufferAttribute(positionAttribute, i + 1); -- const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment); -- if (distSq > localThresholdSq) continue; -- interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation -- -- const distance = raycaster.ray.origin.distanceTo(interRay); -- if (distance < raycaster.near || distance > raycaster.far) continue; -- intersects.push({ -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, l = end - 1; i < l; i += step ) { -+ -+ vStart.fromBufferAttribute( positionAttribute, i ); -+ vEnd.fromBufferAttribute( positionAttribute, i + 1 ); -+ -+ const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); -+ -+ if ( distSq > localThresholdSq ) continue; -+ -+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation -+ -+ const distance = raycaster.ray.origin.distanceTo( interRay ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) continue; -+ -+ intersects.push( { -+ - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), -- point: interSegment.clone().applyMatrix4(this.matrixWorld), -+ point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this -- }); -+ -+ } ); -+ - } -+ - } -+ - } -+ - updateMorphTargets() { -+ - const geometry = this.geometry; -+ - const morphAttributes = geometry.morphAttributes; -- const keys = Object.keys(morphAttributes); -- if (keys.length > 0) { -- const morphAttribute = morphAttributes[keys[0]]; -- if (morphAttribute !== undefined) { -+ const keys = Object.keys( morphAttributes ); -+ -+ if ( keys.length > 0 ) { -+ -+ const morphAttribute = morphAttributes[ keys[ 0 ] ]; -+ -+ if ( morphAttribute !== undefined ) { -+ - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; -- for (let m = 0, ml = morphAttribute.length; m < ml; m++) { -- const name = morphAttribute[m].name || String(m); -- this.morphTargetInfluences.push(0); -- this.morphTargetDictionary[name] = m; -+ -+ for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { -+ -+ const name = morphAttribute[ m ].name || String( m ); -+ -+ this.morphTargetInfluences.push( 0 ); -+ this.morphTargetDictionary[ name ] = m; -+ - } -+ - } -+ - } -+ - } -+ - } - -- const _start = /*@__PURE__*/new Vector3(); -- const _end = /*@__PURE__*/new Vector3(); -+ const _start = /*@__PURE__*/ new Vector3(); -+ const _end = /*@__PURE__*/ new Vector3(); -+ - class LineSegments extends Line { -- constructor(geometry, material) { -- super(geometry, material); -+ -+ constructor( geometry, material ) { -+ -+ super( geometry, material ); -+ - this.isLineSegments = true; -+ - this.type = 'LineSegments'; -+ - } -+ - computeLineDistances() { -+ - const geometry = this.geometry; - - // we assume non-indexed geometry - -- if (geometry.index === null) { -+ if ( geometry.index === null ) { -+ - const positionAttribute = geometry.attributes.position; - const lineDistances = []; -- for (let i = 0, l = positionAttribute.count; i < l; i += 2) { -- _start.fromBufferAttribute(positionAttribute, i); -- _end.fromBufferAttribute(positionAttribute, i + 1); -- lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1]; -- lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end); -+ -+ for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { -+ -+ _start.fromBufferAttribute( positionAttribute, i ); -+ _end.fromBufferAttribute( positionAttribute, i + 1 ); -+ -+ lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; -+ lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); -+ - } -- geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)); -+ -+ geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); -+ - } else { -- console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.'); -+ -+ console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); -+ - } -+ - return this; -+ - } -+ - } - - class LineLoop extends Line { -- constructor(geometry, material) { -- super(geometry, material); -+ -+ constructor( geometry, material ) { -+ -+ super( geometry, material ); -+ - this.isLineLoop = true; -+ - this.type = 'LineLoop'; -+ - } -+ - } - - class PointsMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isPointsMaterial = true; -+ - this.type = 'PointsMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.map = null; -+ - this.alphaMap = null; -+ - this.size = 1; - this.sizeAttenuation = true; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.alphaMap = source.alphaMap; -+ - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - -- const _inverseMatrix = /*@__PURE__*/new Matrix4(); -- const _ray = /*@__PURE__*/new Ray(); -- const _sphere = /*@__PURE__*/new Sphere(); -- const _position$2 = /*@__PURE__*/new Vector3(); -+ const _inverseMatrix = /*@__PURE__*/ new Matrix4(); -+ const _ray = /*@__PURE__*/ new Ray(); -+ const _sphere = /*@__PURE__*/ new Sphere(); -+ const _position$2 = /*@__PURE__*/ new Vector3(); -+ - class Points extends Object3D { -- constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) { -+ -+ constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { -+ - super(); -+ - this.isPoints = true; -+ - this.type = 'Points'; -+ - this.geometry = geometry; - this.material = material; -+ - this.updateMorphTargets(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.material = source.material; - this.geometry = source.geometry; -+ - return this; -+ - } -- raycast(raycaster, intersects) { -+ -+ raycast( raycaster, intersects ) { -+ - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Points.threshold; -@@ -20064,126 +31692,202 @@ - - // Checking boundingSphere distance to ray - -- if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); -- _sphere.copy(geometry.boundingSphere); -- _sphere.applyMatrix4(matrixWorld); -+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); -+ -+ _sphere.copy( geometry.boundingSphere ); -+ _sphere.applyMatrix4( matrixWorld ); - _sphere.radius += threshold; -- if (raycaster.ray.intersectsSphere(_sphere) === false) return; -+ -+ if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; - - // - -- _inverseMatrix.copy(matrixWorld).invert(); -- _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix); -- const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); -+ _inverseMatrix.copy( matrixWorld ).invert(); -+ _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); -+ -+ const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; -+ - const index = geometry.index; - const attributes = geometry.attributes; - const positionAttribute = attributes.position; -- if (index !== null) { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(index.count, drawRange.start + drawRange.count); -- for (let i = start, il = end; i < il; i++) { -- const a = index.getX(i); -- _position$2.fromBufferAttribute(positionAttribute, a); -- testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this); -+ -+ if ( index !== null ) { -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, il = end; i < il; i ++ ) { -+ -+ const a = index.getX( i ); -+ -+ _position$2.fromBufferAttribute( positionAttribute, a ); -+ -+ testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); -+ - } -+ - } else { -- const start = Math.max(0, drawRange.start); -- const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count); -- for (let i = start, l = end; i < l; i++) { -- _position$2.fromBufferAttribute(positionAttribute, i); -- testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this); -+ -+ const start = Math.max( 0, drawRange.start ); -+ const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); -+ -+ for ( let i = start, l = end; i < l; i ++ ) { -+ -+ _position$2.fromBufferAttribute( positionAttribute, i ); -+ -+ testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); -+ - } -+ - } -+ - } -+ - updateMorphTargets() { -+ - const geometry = this.geometry; -+ - const morphAttributes = geometry.morphAttributes; -- const keys = Object.keys(morphAttributes); -- if (keys.length > 0) { -- const morphAttribute = morphAttributes[keys[0]]; -- if (morphAttribute !== undefined) { -+ const keys = Object.keys( morphAttributes ); -+ -+ if ( keys.length > 0 ) { -+ -+ const morphAttribute = morphAttributes[ keys[ 0 ] ]; -+ -+ if ( morphAttribute !== undefined ) { -+ - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; -- for (let m = 0, ml = morphAttribute.length; m < ml; m++) { -- const name = morphAttribute[m].name || String(m); -- this.morphTargetInfluences.push(0); -- this.morphTargetDictionary[name] = m; -+ -+ for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { -+ -+ const name = morphAttribute[ m ].name || String( m ); -+ -+ this.morphTargetInfluences.push( 0 ); -+ this.morphTargetDictionary[ name ] = m; -+ - } -+ - } -+ - } -+ - } -+ - } -- function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) { -- const rayPointDistanceSq = _ray.distanceSqToPoint(point); -- if (rayPointDistanceSq < localThresholdSq) { -+ -+ function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { -+ -+ const rayPointDistanceSq = _ray.distanceSqToPoint( point ); -+ -+ if ( rayPointDistanceSq < localThresholdSq ) { -+ - const intersectPoint = new Vector3(); -- _ray.closestPointToPoint(point, intersectPoint); -- intersectPoint.applyMatrix4(matrixWorld); -- const distance = raycaster.ray.origin.distanceTo(intersectPoint); -- if (distance < raycaster.near || distance > raycaster.far) return; -- intersects.push({ -+ -+ _ray.closestPointToPoint( point, intersectPoint ); -+ intersectPoint.applyMatrix4( matrixWorld ); -+ -+ const distance = raycaster.ray.origin.distanceTo( intersectPoint ); -+ -+ if ( distance < raycaster.near || distance > raycaster.far ) return; -+ -+ intersects.push( { -+ - distance: distance, -- distanceToRay: Math.sqrt(rayPointDistanceSq), -+ distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint, - index: index, - face: null, - object: object -- }); -+ -+ } ); -+ - } -+ - } - - class VideoTexture extends Texture { -- constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { -- super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); -+ -+ constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { -+ -+ super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); -+ - this.isVideoTexture = true; -+ - this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; -+ - this.generateMipmaps = false; -+ - const scope = this; -+ - function updateVideo() { -+ - scope.needsUpdate = true; -- video.requestVideoFrameCallback(updateVideo); -+ video.requestVideoFrameCallback( updateVideo ); -+ - } -- if ('requestVideoFrameCallback' in video) { -- video.requestVideoFrameCallback(updateVideo); -+ -+ if ( 'requestVideoFrameCallback' in video ) { -+ -+ video.requestVideoFrameCallback( updateVideo ); -+ - } -+ - } -+ - clone() { -- return new this.constructor(this.image).copy(this); -+ -+ return new this.constructor( this.image ).copy( this ); -+ - } -+ - update() { -+ - const video = this.image; -- const hasVideoFrameCallback = ('requestVideoFrameCallback' in video); -- if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) { -+ const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; -+ -+ if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { -+ - this.needsUpdate = true; -+ - } -+ - } -+ - } - - class FramebufferTexture extends Texture { -- constructor(width, height, format) { -- super({ -- width, -- height -- }); -+ -+ constructor( width, height, format ) { -+ -+ super( { width, height } ); -+ - this.isFramebufferTexture = true; -+ - this.format = format; -+ - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; -+ - this.generateMipmaps = false; -+ - this.needsUpdate = true; -+ - } -+ - } - - class CompressedTexture extends Texture { -- constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) { -- super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); -+ -+ constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { -+ -+ super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); -+ - this.isCompressedTexture = true; -- this.image = { -- width: width, -- height: height -- }; -+ -+ this.image = { width: width, height: height }; - this.mipmaps = mipmaps; - - // no flipping for cube textures -@@ -20195,24 +31899,37 @@ - // mips must be embedded in DDS files - - this.generateMipmaps = false; -+ - } -+ - } - - class CompressedArrayTexture extends CompressedTexture { -- constructor(mipmaps, width, height, depth, format, type) { -- super(mipmaps, width, height, format, type); -+ -+ constructor( mipmaps, width, height, depth, format, type ) { -+ -+ super( mipmaps, width, height, format, type ); -+ - this.isCompressedArrayTexture = true; - this.image.depth = depth; - this.wrapR = ClampToEdgeWrapping; -+ - } -+ - } - - class CanvasTexture extends Texture { -- constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { -- super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); -+ -+ constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { -+ -+ super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); -+ - this.isCanvasTexture = true; -+ - this.needsUpdate = true; -+ - } -+ - } - - /** -@@ -20246,136 +31963,193 @@ - **/ - - class Curve { -+ - constructor() { -+ - this.type = 'Curve'; -+ - this.arcLengthDivisions = 200; -+ - } - - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] - -- getPoint( /* t, optionalTarget */ -- ) { -- console.warn('THREE.Curve: .getPoint() not implemented.'); -+ getPoint( /* t, optionalTarget */ ) { -+ -+ console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; -+ - } - - // Get point at relative position in curve according to arc length - // - u [0 .. 1] - -- getPointAt(u, optionalTarget) { -- const t = this.getUtoTmapping(u); -- return this.getPoint(t, optionalTarget); -+ getPointAt( u, optionalTarget ) { -+ -+ const t = this.getUtoTmapping( u ); -+ return this.getPoint( t, optionalTarget ); -+ - } - - // Get sequence of points using getPoint( t ) - -- getPoints(divisions = 5) { -+ getPoints( divisions = 5 ) { -+ - const points = []; -- for (let d = 0; d <= divisions; d++) { -- points.push(this.getPoint(d / divisions)); -+ -+ for ( let d = 0; d <= divisions; d ++ ) { -+ -+ points.push( this.getPoint( d / divisions ) ); -+ - } -+ - return points; -+ - } - - // Get sequence of points using getPointAt( u ) - -- getSpacedPoints(divisions = 5) { -+ getSpacedPoints( divisions = 5 ) { -+ - const points = []; -- for (let d = 0; d <= divisions; d++) { -- points.push(this.getPointAt(d / divisions)); -+ -+ for ( let d = 0; d <= divisions; d ++ ) { -+ -+ points.push( this.getPointAt( d / divisions ) ); -+ - } -+ - return points; -+ - } - - // Get total curve arc length - - getLength() { -+ - const lengths = this.getLengths(); -- return lengths[lengths.length - 1]; -+ return lengths[ lengths.length - 1 ]; -+ - } - - // Get list of cumulative segment lengths - -- getLengths(divisions = this.arcLengthDivisions) { -- if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) { -+ getLengths( divisions = this.arcLengthDivisions ) { -+ -+ if ( this.cacheArcLengths && -+ ( this.cacheArcLengths.length === divisions + 1 ) && -+ ! this.needsUpdate ) { -+ - return this.cacheArcLengths; -+ - } -+ - this.needsUpdate = false; -+ - const cache = []; -- let current, -- last = this.getPoint(0); -+ let current, last = this.getPoint( 0 ); - let sum = 0; -- cache.push(0); -- for (let p = 1; p <= divisions; p++) { -- current = this.getPoint(p / divisions); -- sum += current.distanceTo(last); -- cache.push(sum); -+ -+ cache.push( 0 ); -+ -+ for ( let p = 1; p <= divisions; p ++ ) { -+ -+ current = this.getPoint( p / divisions ); -+ sum += current.distanceTo( last ); -+ cache.push( sum ); - last = current; -+ - } -+ - this.cacheArcLengths = cache; -+ - return cache; // { sums: cache, sum: sum }; Sum is in the last element. -+ - } - - updateArcLengths() { -+ - this.needsUpdate = true; - this.getLengths(); -+ - } - - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - -- getUtoTmapping(u, distance) { -+ getUtoTmapping( u, distance ) { -+ - const arcLengths = this.getLengths(); -+ - let i = 0; - const il = arcLengths.length; -+ - let targetArcLength; // The targeted u distance value to get - -- if (distance) { -+ if ( distance ) { -+ - targetArcLength = distance; -+ - } else { -- targetArcLength = u * arcLengths[il - 1]; -+ -+ targetArcLength = u * arcLengths[ il - 1 ]; -+ - } - - // binary search for the index with largest value smaller than target u distance - -- let low = 0, -- high = il - 1, -- comparison; -- while (low <= high) { -- i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats -+ let low = 0, high = il - 1, comparison; -+ -+ while ( low <= high ) { -+ -+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats -+ -+ comparison = arcLengths[ i ] - targetArcLength; -+ -+ if ( comparison < 0 ) { - -- comparison = arcLengths[i] - targetArcLength; -- if (comparison < 0) { - low = i + 1; -- } else if (comparison > 0) { -+ -+ } else if ( comparison > 0 ) { -+ - high = i - 1; -+ - } else { -+ - high = i; - break; - - // DONE -+ - } -+ - } - - i = high; -- if (arcLengths[i] === targetArcLength) { -- return i / (il - 1); -+ -+ if ( arcLengths[ i ] === targetArcLength ) { -+ -+ return i / ( il - 1 ); -+ - } - - // we could get finer grain at lengths, or use simple interpolation between two points - -- const lengthBefore = arcLengths[i]; -- const lengthAfter = arcLengths[i + 1]; -+ const lengthBefore = arcLengths[ i ]; -+ const lengthAfter = arcLengths[ i + 1 ]; -+ - const segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - -- const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; -+ const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - -- const t = (i + segmentFraction) / (il - 1); -+ const t = ( i + segmentFraction ) / ( il - 1 ); -+ - return t; -+ - } - - // Returns a unit vector tangent at t -@@ -20383,109 +32157,165 @@ - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation - -- getTangent(t, optionalTarget) { -+ getTangent( t, optionalTarget ) { -+ - const delta = 0.0001; - let t1 = t - delta; - let t2 = t + delta; - - // Capping in case of danger - -- if (t1 < 0) t1 = 0; -- if (t2 > 1) t2 = 1; -- const pt1 = this.getPoint(t1); -- const pt2 = this.getPoint(t2); -- const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3()); -- tangent.copy(pt2).sub(pt1).normalize(); -+ if ( t1 < 0 ) t1 = 0; -+ if ( t2 > 1 ) t2 = 1; -+ -+ const pt1 = this.getPoint( t1 ); -+ const pt2 = this.getPoint( t2 ); -+ -+ const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); -+ -+ tangent.copy( pt2 ).sub( pt1 ).normalize(); -+ - return tangent; -+ - } -- getTangentAt(u, optionalTarget) { -- const t = this.getUtoTmapping(u); -- return this.getTangent(t, optionalTarget); -+ -+ getTangentAt( u, optionalTarget ) { -+ -+ const t = this.getUtoTmapping( u ); -+ return this.getTangent( t, optionalTarget ); -+ - } -- computeFrenetFrames(segments, closed) { -+ -+ computeFrenetFrames( segments, closed ) { -+ - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - - const normal = new Vector3(); -+ - const tangents = []; - const normals = []; - const binormals = []; -+ - const vec = new Vector3(); - const mat = new Matrix4(); - - // compute the tangent vectors for each segment on the curve - -- for (let i = 0; i <= segments; i++) { -+ for ( let i = 0; i <= segments; i ++ ) { -+ - const u = i / segments; -- tangents[i] = this.getTangentAt(u, new Vector3()); -+ -+ tangents[ i ] = this.getTangentAt( u, new Vector3() ); -+ - } - - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component - -- normals[0] = new Vector3(); -- binormals[0] = new Vector3(); -+ normals[ 0 ] = new Vector3(); -+ binormals[ 0 ] = new Vector3(); - let min = Number.MAX_VALUE; -- const tx = Math.abs(tangents[0].x); -- const ty = Math.abs(tangents[0].y); -- const tz = Math.abs(tangents[0].z); -- if (tx <= min) { -+ const tx = Math.abs( tangents[ 0 ].x ); -+ const ty = Math.abs( tangents[ 0 ].y ); -+ const tz = Math.abs( tangents[ 0 ].z ); -+ -+ if ( tx <= min ) { -+ - min = tx; -- normal.set(1, 0, 0); -+ normal.set( 1, 0, 0 ); -+ - } -- if (ty <= min) { -+ -+ if ( ty <= min ) { -+ - min = ty; -- normal.set(0, 1, 0); -+ normal.set( 0, 1, 0 ); -+ - } -- if (tz <= min) { -- normal.set(0, 0, 1); -+ -+ if ( tz <= min ) { -+ -+ normal.set( 0, 0, 1 ); -+ - } -- vec.crossVectors(tangents[0], normal).normalize(); -- normals[0].crossVectors(tangents[0], vec); -- binormals[0].crossVectors(tangents[0], normals[0]); -+ -+ vec.crossVectors( tangents[ 0 ], normal ).normalize(); -+ -+ normals[ 0 ].crossVectors( tangents[ 0 ], vec ); -+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); -+ - - // compute the slowly-varying normal and binormal vectors for each segment on the curve - -- for (let i = 1; i <= segments; i++) { -- normals[i] = normals[i - 1].clone(); -- binormals[i] = binormals[i - 1].clone(); -- vec.crossVectors(tangents[i - 1], tangents[i]); -- if (vec.length() > Number.EPSILON) { -+ for ( let i = 1; i <= segments; i ++ ) { -+ -+ normals[ i ] = normals[ i - 1 ].clone(); -+ -+ binormals[ i ] = binormals[ i - 1 ].clone(); -+ -+ vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); -+ -+ if ( vec.length() > Number.EPSILON ) { -+ - vec.normalize(); -- const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors - -- normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta)); -+ const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors -+ -+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); -+ - } -- binormals[i].crossVectors(tangents[i], normals[i]); -+ -+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); -+ - } - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - -- if (closed === true) { -- let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1)); -+ if ( closed === true ) { -+ -+ let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; -- if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) { -- theta = -theta; -+ -+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { -+ -+ theta = - theta; -+ - } -- for (let i = 1; i <= segments; i++) { -+ -+ for ( let i = 1; i <= segments; i ++ ) { -+ - // twist a little... -- normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i)); -- binormals[i].crossVectors(tangents[i], normals[i]); -+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); -+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); -+ - } -+ - } -+ - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.arcLengthDivisions = source.arcLengthDivisions; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = { - metadata: { - version: 4.5, -@@ -20493,112 +32323,188 @@ - generator: 'Curve.toJSON' - } - }; -+ - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; -+ - return data; -+ - } -- fromJSON(json) { -+ -+ fromJSON( json ) { -+ - this.arcLengthDivisions = json.arcLengthDivisions; -+ - return this; -+ - } -+ - } - - class EllipseCurve extends Curve { -- constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) { -+ -+ constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { -+ - super(); -+ - this.isEllipseCurve = true; -+ - this.type = 'EllipseCurve'; -+ - this.aX = aX; - this.aY = aY; -+ - this.xRadius = xRadius; - this.yRadius = yRadius; -+ - this.aStartAngle = aStartAngle; - this.aEndAngle = aEndAngle; -+ - this.aClockwise = aClockwise; -+ - this.aRotation = aRotation; -+ - } -- getPoint(t, optionalTarget) { -+ -+ getPoint( t, optionalTarget ) { -+ - const point = optionalTarget || new Vector2(); -+ - const twoPi = Math.PI * 2; - let deltaAngle = this.aEndAngle - this.aStartAngle; -- const samePoints = Math.abs(deltaAngle) < Number.EPSILON; -+ const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - - // ensures that deltaAngle is 0 .. 2 PI -- while (deltaAngle < 0) deltaAngle += twoPi; -- while (deltaAngle > twoPi) deltaAngle -= twoPi; -- if (deltaAngle < Number.EPSILON) { -- if (samePoints) { -+ while ( deltaAngle < 0 ) deltaAngle += twoPi; -+ while ( deltaAngle > twoPi ) deltaAngle -= twoPi; -+ -+ if ( deltaAngle < Number.EPSILON ) { -+ -+ if ( samePoints ) { -+ - deltaAngle = 0; -+ - } else { -+ - deltaAngle = twoPi; -+ - } -+ - } -- if (this.aClockwise === true && !samePoints) { -- if (deltaAngle === twoPi) { -- deltaAngle = -twoPi; -+ -+ if ( this.aClockwise === true && ! samePoints ) { -+ -+ if ( deltaAngle === twoPi ) { -+ -+ deltaAngle = - twoPi; -+ - } else { -+ - deltaAngle = deltaAngle - twoPi; -+ - } -+ - } -+ - const angle = this.aStartAngle + t * deltaAngle; -- let x = this.aX + this.xRadius * Math.cos(angle); -- let y = this.aY + this.yRadius * Math.sin(angle); -- if (this.aRotation !== 0) { -- const cos = Math.cos(this.aRotation); -- const sin = Math.sin(this.aRotation); -+ let x = this.aX + this.xRadius * Math.cos( angle ); -+ let y = this.aY + this.yRadius * Math.sin( angle ); -+ -+ if ( this.aRotation !== 0 ) { -+ -+ const cos = Math.cos( this.aRotation ); -+ const sin = Math.sin( this.aRotation ); -+ - const tx = x - this.aX; - const ty = y - this.aY; - - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; -+ - } -- return point.set(x, y); -+ -+ return point.set( x, y ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.aX = source.aX; - this.aY = source.aY; -+ - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; -+ - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; -+ - this.aClockwise = source.aClockwise; -+ - this.aRotation = source.aRotation; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.aX = this.aX; - data.aY = this.aY; -+ - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; -+ - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; -+ - data.aClockwise = this.aClockwise; -+ - data.aRotation = this.aRotation; -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.aX = json.aX; - this.aY = json.aY; -+ - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; -+ - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; -+ - this.aClockwise = json.aClockwise; -+ - this.aRotation = json.aRotation; -+ - return this; -+ - } -+ - } - - class ArcCurve extends EllipseCurve { -- constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { -- super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); -+ -+ constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { -+ -+ super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); -+ - this.isArcCurve = true; -+ - this.type = 'ArcCurve'; -+ - } -+ - } - - /** -@@ -20610,6 +32516,7 @@ - * curve.tension is used for catmullrom which defaults to 0.5 - */ - -+ - /* - Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ -@@ -20621,152 +32528,234 @@ - */ - - function CubicPoly() { -- let c0 = 0, -- c1 = 0, -- c2 = 0, -- c3 = 0; -+ -+ let c0 = 0, c1 = 0, c2 = 0, c3 = 0; - - /* - * Compute coefficients for a cubic polynomial -- * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 -+ * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that -- * p(0) = x0, p(1) = x1 -- * and -- * p'(0) = t0, p'(1) = t1. -+ * p(0) = x0, p(1) = x1 -+ * and -+ * p'(0) = t0, p'(1) = t1. - */ -- function init(x0, x1, t0, t1) { -+ function init( x0, x1, t0, t1 ) { -+ - c0 = x0; - c1 = t0; -- c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1; -+ c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; -+ - } -+ - return { -- initCatmullRom: function (x0, x1, x2, x3, tension) { -- init(x1, x2, tension * (x2 - x0), tension * (x3 - x1)); -+ -+ initCatmullRom: function ( x0, x1, x2, x3, tension ) { -+ -+ init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); -+ - }, -- initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) { -+ -+ initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { -+ - // compute tangents when parameterized in [t1,t2] -- let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1; -- let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; -+ let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; -+ let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; -- init(x1, x2, t1, t2); -+ -+ init( x1, x2, t1, t2 ); -+ - }, -- calc: function (t) { -+ -+ calc: function ( t ) { -+ - const t2 = t * t; - const t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; -+ - } -+ - }; -+ - } - - // - -- const tmp = /*@__PURE__*/new Vector3(); -- const px = /*@__PURE__*/new CubicPoly(); -- const py = /*@__PURE__*/new CubicPoly(); -- const pz = /*@__PURE__*/new CubicPoly(); -+ const tmp = /*@__PURE__*/ new Vector3(); -+ const px = /*@__PURE__*/ new CubicPoly(); -+ const py = /*@__PURE__*/ new CubicPoly(); -+ const pz = /*@__PURE__*/ new CubicPoly(); -+ - class CatmullRomCurve3 extends Curve { -- constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) { -+ -+ constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) { -+ - super(); -+ - this.isCatmullRomCurve3 = true; -+ - this.type = 'CatmullRomCurve3'; -+ - this.points = points; - this.closed = closed; - this.curveType = curveType; - this.tension = tension; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -+ - const points = this.points; - const l = points.length; -- const p = (l - (this.closed ? 0 : 1)) * t; -- let intPoint = Math.floor(p); -+ -+ const p = ( l - ( this.closed ? 0 : 1 ) ) * t; -+ let intPoint = Math.floor( p ); - let weight = p - intPoint; -- if (this.closed) { -- intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l; -- } else if (weight === 0 && intPoint === l - 1) { -+ -+ if ( this.closed ) { -+ -+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; -+ -+ } else if ( weight === 0 && intPoint === l - 1 ) { -+ - intPoint = l - 2; - weight = 1; -+ - } -+ - let p0, p3; // 4 points (p1 & p2 defined below) - -- if (this.closed || intPoint > 0) { -- p0 = points[(intPoint - 1) % l]; -+ if ( this.closed || intPoint > 0 ) { -+ -+ p0 = points[ ( intPoint - 1 ) % l ]; -+ - } else { -+ - // extrapolate first point -- tmp.subVectors(points[0], points[1]).add(points[0]); -+ tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; -+ - } -- const p1 = points[intPoint % l]; -- const p2 = points[(intPoint + 1) % l]; -- if (this.closed || intPoint + 2 < l) { -- p3 = points[(intPoint + 2) % l]; -+ -+ const p1 = points[ intPoint % l ]; -+ const p2 = points[ ( intPoint + 1 ) % l ]; -+ -+ if ( this.closed || intPoint + 2 < l ) { -+ -+ p3 = points[ ( intPoint + 2 ) % l ]; -+ - } else { -+ - // extrapolate last point -- tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]); -+ tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; -+ - } -- if (this.curveType === 'centripetal' || this.curveType === 'chordal') { -+ -+ if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { -+ - // init Centripetal / Chordal Catmull-Rom - const pow = this.curveType === 'chordal' ? 0.5 : 0.25; -- let dt0 = Math.pow(p0.distanceToSquared(p1), pow); -- let dt1 = Math.pow(p1.distanceToSquared(p2), pow); -- let dt2 = Math.pow(p2.distanceToSquared(p3), pow); -+ let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); -+ let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); -+ let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points -- if (dt1 < 1e-4) dt1 = 1.0; -- if (dt0 < 1e-4) dt0 = dt1; -- if (dt2 < 1e-4) dt2 = dt1; -- px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2); -- py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2); -- pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2); -- } else if (this.curveType === 'catmullrom') { -- px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension); -- py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension); -- pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension); -- } -- point.set(px.calc(weight), py.calc(weight), pz.calc(weight)); -+ if ( dt1 < 1e-4 ) dt1 = 1.0; -+ if ( dt0 < 1e-4 ) dt0 = dt1; -+ if ( dt2 < 1e-4 ) dt2 = dt1; -+ -+ px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); -+ py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); -+ pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); -+ -+ } else if ( this.curveType === 'catmullrom' ) { -+ -+ px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); -+ py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); -+ pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); -+ -+ } -+ -+ point.set( -+ px.calc( weight ), -+ py.calc( weight ), -+ pz.calc( weight ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.points = []; -- for (let i = 0, l = source.points.length; i < l; i++) { -- const point = source.points[i]; -- this.points.push(point.clone()); -+ -+ for ( let i = 0, l = source.points.length; i < l; i ++ ) { -+ -+ const point = source.points[ i ]; -+ -+ this.points.push( point.clone() ); -+ - } -+ - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.points = []; -- for (let i = 0, l = this.points.length; i < l; i++) { -- const point = this.points[i]; -- data.points.push(point.toArray()); -+ -+ for ( let i = 0, l = this.points.length; i < l; i ++ ) { -+ -+ const point = this.points[ i ]; -+ data.points.push( point.toArray() ); -+ - } -+ - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.points = []; -- for (let i = 0, l = json.points.length; i < l; i++) { -- const point = json.points[i]; -- this.points.push(new Vector3().fromArray(point)); -+ -+ for ( let i = 0, l = json.points.length; i < l; i ++ ) { -+ -+ const point = json.points[ i ]; -+ this.points.push( new Vector3().fromArray( point ) ); -+ - } -+ - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; -+ - return this; -+ - } -+ - } - - /** -@@ -20774,357 +32763,612 @@ - * https://en.wikipedia.org/wiki/B%C3%A9zier_curve - */ - -- function CatmullRom(t, p0, p1, p2, p3) { -- const v0 = (p2 - p0) * 0.5; -- const v1 = (p3 - p1) * 0.5; -+ function CatmullRom( t, p0, p1, p2, p3 ) { -+ -+ const v0 = ( p2 - p0 ) * 0.5; -+ const v1 = ( p3 - p1 ) * 0.5; - const t2 = t * t; - const t3 = t * t2; -- return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; -+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; -+ - } - - // - -- function QuadraticBezierP0(t, p) { -+ function QuadraticBezierP0( t, p ) { -+ - const k = 1 - t; - return k * k * p; -+ - } -- function QuadraticBezierP1(t, p) { -- return 2 * (1 - t) * t * p; -+ -+ function QuadraticBezierP1( t, p ) { -+ -+ return 2 * ( 1 - t ) * t * p; -+ - } -- function QuadraticBezierP2(t, p) { -+ -+ function QuadraticBezierP2( t, p ) { -+ - return t * t * p; -+ - } -- function QuadraticBezier(t, p0, p1, p2) { -- return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2); -+ -+ function QuadraticBezier( t, p0, p1, p2 ) { -+ -+ return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + -+ QuadraticBezierP2( t, p2 ); -+ - } - - // - -- function CubicBezierP0(t, p) { -+ function CubicBezierP0( t, p ) { -+ - const k = 1 - t; - return k * k * k * p; -+ - } -- function CubicBezierP1(t, p) { -+ -+ function CubicBezierP1( t, p ) { -+ - const k = 1 - t; - return 3 * k * k * t * p; -+ - } -- function CubicBezierP2(t, p) { -- return 3 * (1 - t) * t * t * p; -+ -+ function CubicBezierP2( t, p ) { -+ -+ return 3 * ( 1 - t ) * t * t * p; -+ - } -- function CubicBezierP3(t, p) { -+ -+ function CubicBezierP3( t, p ) { -+ - return t * t * t * p; -+ - } -- function CubicBezier(t, p0, p1, p2, p3) { -- return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3); -+ -+ function CubicBezier( t, p0, p1, p2, p3 ) { -+ -+ return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + -+ CubicBezierP3( t, p3 ); -+ - } - - class CubicBezierCurve extends Curve { -- constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) { -+ -+ constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { -+ - super(); -+ - this.isCubicBezierCurve = true; -+ - this.type = 'CubicBezierCurve'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2, -- v3 = this.v3; -- point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; -+ -+ point.set( -+ CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), -+ CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -- this.v3.copy(source.v3); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ this.v3.copy( source.v3 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -- this.v3.fromArray(json.v3); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ this.v3.fromArray( json.v3 ); -+ - return this; -+ - } -+ - } - - class CubicBezierCurve3 extends Curve { -- constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) { -+ -+ constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { -+ - super(); -+ - this.isCubicBezierCurve3 = true; -+ - this.type = 'CubicBezierCurve3'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2, -- v3 = this.v3; -- point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; -+ -+ point.set( -+ CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), -+ CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), -+ CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -- this.v3.copy(source.v3); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ this.v3.copy( source.v3 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -- this.v3.fromArray(json.v3); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ this.v3.fromArray( json.v3 ); -+ - return this; -+ - } -+ - } - - class LineCurve extends Curve { -- constructor(v1 = new Vector2(), v2 = new Vector2()) { -+ -+ constructor( v1 = new Vector2(), v2 = new Vector2() ) { -+ - super(); -+ - this.isLineCurve = true; -+ - this.type = 'LineCurve'; -+ - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -- if (t === 1) { -- point.copy(this.v2); -+ -+ if ( t === 1 ) { -+ -+ point.copy( this.v2 ); -+ - } else { -- point.copy(this.v2).sub(this.v1); -- point.multiplyScalar(t).add(this.v1); -+ -+ point.copy( this.v2 ).sub( this.v1 ); -+ point.multiplyScalar( t ).add( this.v1 ); -+ - } -+ - return point; -+ - } - - // Line curve is linear, so we can overwrite default getPointAt -- getPointAt(u, optionalTarget) { -- return this.getPoint(u, optionalTarget); -+ getPointAt( u, optionalTarget ) { -+ -+ return this.getPoint( u, optionalTarget ); -+ - } -- getTangent(t, optionalTarget) { -+ -+ getTangent( t, optionalTarget ) { -+ - const tangent = optionalTarget || new Vector2(); -- tangent.copy(this.v2).sub(this.v1).normalize(); -+ -+ tangent.copy( this.v2 ).sub( this.v1 ).normalize(); -+ - return tangent; -+ - } -- copy(source) { -- super.copy(source); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class LineCurve3 extends Curve { -- constructor(v1 = new Vector3(), v2 = new Vector3()) { -+ -+ constructor( v1 = new Vector3(), v2 = new Vector3() ) { -+ - super(); -+ - this.isLineCurve3 = true; -+ - this.type = 'LineCurve3'; -+ - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -- if (t === 1) { -- point.copy(this.v2); -+ -+ if ( t === 1 ) { -+ -+ point.copy( this.v2 ); -+ - } else { -- point.copy(this.v2).sub(this.v1); -- point.multiplyScalar(t).add(this.v1); -+ -+ point.copy( this.v2 ).sub( this.v1 ); -+ point.multiplyScalar( t ).add( this.v1 ); -+ - } -+ - return point; -+ - } - // Line curve is linear, so we can overwrite default getPointAt -- getPointAt(u, optionalTarget) { -- return this.getPoint(u, optionalTarget); -+ getPointAt( u, optionalTarget ) { -+ -+ return this.getPoint( u, optionalTarget ); -+ - } -- copy(source) { -- super.copy(source); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } - toJSON() { -+ - const data = super.toJSON(); -+ - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class QuadraticBezierCurve extends Curve { -- constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) { -+ -+ constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { -+ - super(); -+ - this.isQuadraticBezierCurve = true; -+ - this.type = 'QuadraticBezierCurve'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2; -- point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2; -+ -+ point.set( -+ QuadraticBezier( t, v0.x, v1.x, v2.x ), -+ QuadraticBezier( t, v0.y, v1.y, v2.y ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class QuadraticBezierCurve3 extends Curve { -- constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) { -+ -+ constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { -+ - super(); -+ - this.isQuadraticBezierCurve3 = true; -+ - this.type = 'QuadraticBezierCurve3'; -+ - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; -+ - } -- getPoint(t, optionalTarget = new Vector3()) { -+ -+ getPoint( t, optionalTarget = new Vector3() ) { -+ - const point = optionalTarget; -- const v0 = this.v0, -- v1 = this.v1, -- v2 = this.v2; -- point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z)); -+ -+ const v0 = this.v0, v1 = this.v1, v2 = this.v2; -+ -+ point.set( -+ QuadraticBezier( t, v0.x, v1.x, v2.x ), -+ QuadraticBezier( t, v0.y, v1.y, v2.y ), -+ QuadraticBezier( t, v0.z, v1.z, v2.z ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -- this.v0.copy(source.v0); -- this.v1.copy(source.v1); -- this.v2.copy(source.v2); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.v0.copy( source.v0 ); -+ this.v1.copy( source.v1 ); -+ this.v2.copy( source.v2 ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.v0.fromArray(json.v0); -- this.v1.fromArray(json.v1); -- this.v2.fromArray(json.v2); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.v0.fromArray( json.v0 ); -+ this.v1.fromArray( json.v1 ); -+ this.v2.fromArray( json.v2 ); -+ - return this; -+ - } -+ - } - - class SplineCurve extends Curve { -- constructor(points = []) { -+ -+ constructor( points = [] ) { -+ - super(); -+ - this.isSplineCurve = true; -+ - this.type = 'SplineCurve'; -+ - this.points = points; -+ - } -- getPoint(t, optionalTarget = new Vector2()) { -+ -+ getPoint( t, optionalTarget = new Vector2() ) { -+ - const point = optionalTarget; -+ - const points = this.points; -- const p = (points.length - 1) * t; -- const intPoint = Math.floor(p); -+ const p = ( points.length - 1 ) * t; -+ -+ const intPoint = Math.floor( p ); - const weight = p - intPoint; -- const p0 = points[intPoint === 0 ? intPoint : intPoint - 1]; -- const p1 = points[intPoint]; -- const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1]; -- const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2]; -- point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y)); -+ -+ const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; -+ const p1 = points[ intPoint ]; -+ const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; -+ const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; -+ -+ point.set( -+ CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), -+ CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) -+ ); -+ - return point; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.points = []; -- for (let i = 0, l = source.points.length; i < l; i++) { -- const point = source.points[i]; -- this.points.push(point.clone()); -+ -+ for ( let i = 0, l = source.points.length; i < l; i ++ ) { -+ -+ const point = source.points[ i ]; -+ -+ this.points.push( point.clone() ); -+ - } -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.points = []; -- for (let i = 0, l = this.points.length; i < l; i++) { -- const point = this.points[i]; -- data.points.push(point.toArray()); -+ -+ for ( let i = 0, l = this.points.length; i < l; i ++ ) { -+ -+ const point = this.points[ i ]; -+ data.points.push( point.toArray() ); -+ - } -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.points = []; -- for (let i = 0, l = json.points.length; i < l; i++) { -- const point = json.points[i]; -- this.points.push(new Vector2().fromArray(point)); -+ -+ for ( let i = 0, l = json.points.length; i < l; i ++ ) { -+ -+ const point = json.points[ i ]; -+ this.points.push( new Vector2().fromArray( point ) ); -+ - } -+ - return this; -+ - } -+ - } - - var Curves = /*#__PURE__*/Object.freeze({ -@@ -21143,27 +33387,40 @@ - - /************************************************************** - * Curved Path - a curve path is simply a array of connected -- * curves, but retains the api of a curve -+ * curves, but retains the api of a curve - **************************************************************/ - - class CurvePath extends Curve { -+ - constructor() { -+ - super(); -+ - this.type = 'CurvePath'; -+ - this.curves = []; - this.autoClose = false; // Automatically closes the path -+ - } - -- add(curve) { -- this.curves.push(curve); -+ add( curve ) { -+ -+ this.curves.push( curve ); -+ - } -+ - closePath() { -+ - // Add a line curve if start and end of lines are not connected -- const startPoint = this.curves[0].getPoint(0); -- const endPoint = this.curves[this.curves.length - 1].getPoint(1); -- if (!startPoint.equals(endPoint)) { -- this.curves.push(new LineCurve(endPoint, startPoint)); -+ const startPoint = this.curves[ 0 ].getPoint( 0 ); -+ const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); -+ -+ if ( ! startPoint.equals( endPoint ) ) { -+ -+ this.curves.push( new LineCurve( endPoint, startPoint ) ); -+ - } -+ - } - - // To get accurate point with reference to -@@ -21175,26 +33432,36 @@ - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') - -- getPoint(t, optionalTarget) { -+ getPoint( t, optionalTarget ) { -+ - const d = t * this.getLength(); - const curveLengths = this.getCurveLengths(); - let i = 0; - - // To think about boundaries points. - -- while (i < curveLengths.length) { -- if (curveLengths[i] >= d) { -- const diff = curveLengths[i] - d; -- const curve = this.curves[i]; -+ while ( i < curveLengths.length ) { -+ -+ if ( curveLengths[ i ] >= d ) { -+ -+ const diff = curveLengths[ i ] - d; -+ const curve = this.curves[ i ]; -+ - const segmentLength = curve.getLength(); - const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; -- return curve.getPointAt(u, optionalTarget); -+ -+ return curve.getPointAt( u, optionalTarget ); -+ - } -- i++; -+ -+ i ++; -+ - } -+ - return null; - - // loop where sum != 0, sum > d , sum+1 1 && !points[points.length - 1].equals(points[0])) { -- points.push(points[0]); -+ -+ if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { -+ -+ points.push( points[ 0 ] ); -+ - } -+ - return points; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.curves = []; -- for (let i = 0, l = source.curves.length; i < l; i++) { -- const curve = source.curves[i]; -- this.curves.push(curve.clone()); -+ -+ for ( let i = 0, l = source.curves.length; i < l; i ++ ) { -+ -+ const curve = source.curves[ i ]; -+ -+ this.curves.push( curve.clone() ); -+ - } -+ - this.autoClose = source.autoClose; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.autoClose = this.autoClose; - data.curves = []; -- for (let i = 0, l = this.curves.length; i < l; i++) { -- const curve = this.curves[i]; -- data.curves.push(curve.toJSON()); -+ -+ for ( let i = 0, l = this.curves.length; i < l; i ++ ) { -+ -+ const curve = this.curves[ i ]; -+ data.curves.push( curve.toJSON() ); -+ - } -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.autoClose = json.autoClose; - this.curves = []; -- for (let i = 0, l = json.curves.length; i < l; i++) { -- const curve = json.curves[i]; -- this.curves.push(new Curves[curve.type]().fromJSON(curve)); -+ -+ for ( let i = 0, l = json.curves.length; i < l; i ++ ) { -+ -+ const curve = json.curves[ i ]; -+ this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); -+ - } -+ - return this; -+ - } -+ - } - - class Path extends CurvePath { -- constructor(points) { -+ -+ constructor( points ) { -+ - super(); -+ - this.type = 'Path'; -+ - this.currentPoint = new Vector2(); -- if (points) { -- this.setFromPoints(points); -+ -+ if ( points ) { -+ -+ this.setFromPoints( points ); -+ - } -+ - } -- setFromPoints(points) { -- this.moveTo(points[0].x, points[0].y); -- for (let i = 1, l = points.length; i < l; i++) { -- this.lineTo(points[i].x, points[i].y); -+ -+ setFromPoints( points ) { -+ -+ this.moveTo( points[ 0 ].x, points[ 0 ].y ); -+ -+ for ( let i = 1, l = points.length; i < l; i ++ ) { -+ -+ this.lineTo( points[ i ].x, points[ i ].y ); -+ - } -+ - return this; -+ - } -- moveTo(x, y) { -- this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying? -+ -+ moveTo( x, y ) { -+ -+ this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - - return this; -+ - } -- lineTo(x, y) { -- const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y)); -- this.curves.push(curve); -- this.currentPoint.set(x, y); -+ -+ lineTo( x, y ) { -+ -+ const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); -+ this.curves.push( curve ); -+ -+ this.currentPoint.set( x, y ); -+ - return this; -+ - } -- quadraticCurveTo(aCPx, aCPy, aX, aY) { -- const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY)); -- this.curves.push(curve); -- this.currentPoint.set(aX, aY); -+ -+ quadraticCurveTo( aCPx, aCPy, aX, aY ) { -+ -+ const curve = new QuadraticBezierCurve( -+ this.currentPoint.clone(), -+ new Vector2( aCPx, aCPy ), -+ new Vector2( aX, aY ) -+ ); -+ -+ this.curves.push( curve ); -+ -+ this.currentPoint.set( aX, aY ); -+ - return this; -+ - } -- bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { -- const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY)); -- this.curves.push(curve); -- this.currentPoint.set(aX, aY); -+ -+ bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { -+ -+ const curve = new CubicBezierCurve( -+ this.currentPoint.clone(), -+ new Vector2( aCP1x, aCP1y ), -+ new Vector2( aCP2x, aCP2y ), -+ new Vector2( aX, aY ) -+ ); -+ -+ this.curves.push( curve ); -+ -+ this.currentPoint.set( aX, aY ); -+ - return this; -+ - } -- splineThru(pts /*Array of Vector*/) { -- const npts = [this.currentPoint.clone()].concat(pts); -- const curve = new SplineCurve(npts); -- this.curves.push(curve); -- this.currentPoint.copy(pts[pts.length - 1]); -+ -+ splineThru( pts /*Array of Vector*/ ) { -+ -+ const npts = [ this.currentPoint.clone() ].concat( pts ); -+ -+ const curve = new SplineCurve( npts ); -+ this.curves.push( curve ); -+ -+ this.currentPoint.copy( pts[ pts.length - 1 ] ); -+ - return this; -+ - } -- arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { -+ -+ arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { -+ - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; -- this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise); -+ -+ this.absarc( aX + x0, aY + y0, aRadius, -+ aStartAngle, aEndAngle, aClockwise ); -+ - return this; -+ - } -- absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { -- this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); -+ -+ absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { -+ -+ this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); -+ - return this; -+ - } -- ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { -+ -+ ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { -+ - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; -- this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); -+ -+ this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); -+ - return this; -+ - } -- absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { -- const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); -- if (this.curves.length > 0) { -+ -+ absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { -+ -+ const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); -+ -+ if ( this.curves.length > 0 ) { -+ - // if a previous curve is present, attempt to join -- const firstPoint = curve.getPoint(0); -- if (!firstPoint.equals(this.currentPoint)) { -- this.lineTo(firstPoint.x, firstPoint.y); -+ const firstPoint = curve.getPoint( 0 ); -+ -+ if ( ! firstPoint.equals( this.currentPoint ) ) { -+ -+ this.lineTo( firstPoint.x, firstPoint.y ); -+ - } -+ - } -- this.curves.push(curve); -- const lastPoint = curve.getPoint(1); -- this.currentPoint.copy(lastPoint); -+ -+ this.curves.push( curve ); -+ -+ const lastPoint = curve.getPoint( 1 ); -+ this.currentPoint.copy( lastPoint ); -+ - return this; -+ - } -- copy(source) { -- super.copy(source); -- this.currentPoint.copy(source.currentPoint); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.currentPoint.copy( source.currentPoint ); -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.currentPoint = this.currentPoint.toArray(); -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -- this.currentPoint.fromArray(json.currentPoint); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ -+ this.currentPoint.fromArray( json.currentPoint ); -+ - return this; -+ - } -+ - } - - class LatheGeometry extends BufferGeometry { -- constructor(points = [new Vector2(0, -0.5), new Vector2(0.5, 0), new Vector2(0, 0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) { -+ -+ constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'LatheGeometry'; -+ - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; -- segments = Math.floor(segments); -+ -+ segments = Math.floor( segments ); - - // clamp phiLength so it's in range of [ 0, 2PI ] - -- phiLength = clamp(phiLength, 0, Math.PI * 2); -+ phiLength = clamp( phiLength, 0, Math.PI * 2 ); - - // buffers - -@@ -21427,77 +33860,104 @@ - - // pre-compute normals for initial "meridian" - -- for (let j = 0; j <= points.length - 1; j++) { -- switch (j) { -- case 0: -- // special handling for 1st vertex on path -+ for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { -+ -+ switch ( j ) { -+ -+ case 0: // special handling for 1st vertex on path -+ -+ dx = points[ j + 1 ].x - points[ j ].x; -+ dy = points[ j + 1 ].y - points[ j ].y; - -- dx = points[j + 1].x - points[j].x; -- dy = points[j + 1].y - points[j].y; - normal.x = dy * 1.0; -- normal.y = -dx; -+ normal.y = - dx; - normal.z = dy * 0.0; -- prevNormal.copy(normal); -+ -+ prevNormal.copy( normal ); -+ - normal.normalize(); -- initNormals.push(normal.x, normal.y, normal.z); -+ -+ initNormals.push( normal.x, normal.y, normal.z ); -+ - break; -- case points.length - 1: -- // special handling for last Vertex on path - -- initNormals.push(prevNormal.x, prevNormal.y, prevNormal.z); -+ case ( points.length - 1 ): // special handling for last Vertex on path -+ -+ initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z ); -+ - break; -- default: -- // default handling for all vertices in between - -- dx = points[j + 1].x - points[j].x; -- dy = points[j + 1].y - points[j].y; -+ default: // default handling for all vertices in between -+ -+ dx = points[ j + 1 ].x - points[ j ].x; -+ dy = points[ j + 1 ].y - points[ j ].y; -+ - normal.x = dy * 1.0; -- normal.y = -dx; -+ normal.y = - dx; - normal.z = dy * 0.0; -- curNormal.copy(normal); -+ -+ curNormal.copy( normal ); -+ - normal.x += prevNormal.x; - normal.y += prevNormal.y; - normal.z += prevNormal.z; -+ - normal.normalize(); -- initNormals.push(normal.x, normal.y, normal.z); -- prevNormal.copy(curNormal); -+ -+ initNormals.push( normal.x, normal.y, normal.z ); -+ -+ prevNormal.copy( curNormal ); -+ - } -+ - } - - // generate vertices, uvs and normals - -- for (let i = 0; i <= segments; i++) { -+ for ( let i = 0; i <= segments; i ++ ) { -+ - const phi = phiStart + i * inverseSegments * phiLength; -- const sin = Math.sin(phi); -- const cos = Math.cos(phi); -- for (let j = 0; j <= points.length - 1; j++) { -+ -+ const sin = Math.sin( phi ); -+ const cos = Math.cos( phi ); -+ -+ for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { -+ - // vertex - -- vertex.x = points[j].x * sin; -- vertex.y = points[j].y; -- vertex.z = points[j].x * cos; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = points[ j ].x * sin; -+ vertex.y = points[ j ].y; -+ vertex.z = points[ j ].x * cos; -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // uv - - uv.x = i / segments; -- uv.y = j / (points.length - 1); -- uvs.push(uv.x, uv.y); -+ uv.y = j / ( points.length - 1 ); -+ -+ uvs.push( uv.x, uv.y ); - - // normal - -- const x = initNormals[3 * j + 0] * sin; -- const y = initNormals[3 * j + 1]; -- const z = initNormals[3 * j + 0] * cos; -- normals.push(x, y, z); -+ const x = initNormals[ 3 * j + 0 ] * sin; -+ const y = initNormals[ 3 * j + 1 ]; -+ const z = initNormals[ 3 * j + 0 ] * cos; -+ -+ normals.push( x, y, z ); -+ - } -+ - } - - // indices - -- for (let i = 0; i < segments; i++) { -- for (let j = 0; j < points.length - 1; j++) { -+ for ( let i = 0; i < segments; i ++ ) { -+ -+ for ( let j = 0; j < ( points.length - 1 ); j ++ ) { -+ - const base = j + i * points.length; -+ - const a = base; - const b = base + points.length; - const c = base + points.length + 1; -@@ -21505,53 +33965,75 @@ - - // faces - -- indices.push(a, b, d); -- indices.push(c, d, b); -+ indices.push( a, b, d ); -+ indices.push( c, d, b ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ - } -- static fromJSON(data) { -- return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength); -+ -+ static fromJSON( data ) { -+ -+ return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); -+ - } -+ - } - - class CapsuleGeometry extends LatheGeometry { -- constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) { -+ -+ constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) { -+ - const path = new Path(); -- path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0); -- path.absarc(0, length / 2, radius, 0, Math.PI * 0.5); -- super(path.getPoints(capSegments), radialSegments); -+ path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 ); -+ path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 ); -+ -+ super( path.getPoints( capSegments ), radialSegments ); -+ - this.type = 'CapsuleGeometry'; -+ - this.parameters = { - radius: radius, - height: length, - capSegments: capSegments, -- radialSegments: radialSegments -+ radialSegments: radialSegments, - }; -+ - } -- static fromJSON(data) { -- return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments); -+ -+ static fromJSON( data ) { -+ -+ return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments ); -+ - } -+ - } - - class CircleGeometry extends BufferGeometry { -- constructor(radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2) { -+ -+ constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'CircleGeometry'; -+ - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; -- segments = Math.max(3, segments); -+ -+ segments = Math.max( 3, segments ); - - // buffers - -@@ -21567,51 +34049,67 @@ - - // center point - -- vertices.push(0, 0, 0); -- normals.push(0, 0, 1); -- uvs.push(0.5, 0.5); -- for (let s = 0, i = 3; s <= segments; s++, i += 3) { -+ vertices.push( 0, 0, 0 ); -+ normals.push( 0, 0, 1 ); -+ uvs.push( 0.5, 0.5 ); -+ -+ for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { -+ - const segment = thetaStart + s / segments * thetaLength; - - // vertex - -- vertex.x = radius * Math.cos(segment); -- vertex.y = radius * Math.sin(segment); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = radius * Math.cos( segment ); -+ vertex.y = radius * Math.sin( segment ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normals.push(0, 0, 1); -+ normals.push( 0, 0, 1 ); - - // uvs - -- uv.x = (vertices[i] / radius + 1) / 2; -- uv.y = (vertices[i + 1] / radius + 1) / 2; -- uvs.push(uv.x, uv.y); -+ uv.x = ( vertices[ i ] / radius + 1 ) / 2; -+ uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; -+ -+ uvs.push( uv.x, uv.y ); -+ - } - - // indices - -- for (let i = 1; i <= segments; i++) { -- indices.push(i, i + 1, 0); -+ for ( let i = 1; i <= segments; i ++ ) { -+ -+ indices.push( i, i + 1, 0 ); -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class CylinderGeometry extends BufferGeometry { -- constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) { -+ -+ constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'CylinderGeometry'; -+ - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, -@@ -21622,9 +34120,11 @@ - thetaStart: thetaStart, - thetaLength: thetaLength - }; -+ - const scope = this; -- radialSegments = Math.floor(radialSegments); -- heightSegments = Math.floor(heightSegments); -+ -+ radialSegments = Math.floor( radialSegments ); -+ heightSegments = Math.floor( heightSegments ); - - // buffers - -@@ -21643,125 +34143,151 @@ - // generate geometry - - generateTorso(); -- if (openEnded === false) { -- if (radiusTop > 0) generateCap(true); -- if (radiusBottom > 0) generateCap(false); -+ -+ if ( openEnded === false ) { -+ -+ if ( radiusTop > 0 ) generateCap( true ); -+ if ( radiusBottom > 0 ) generateCap( false ); -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - function generateTorso() { -+ - const normal = new Vector3(); - const vertex = new Vector3(); -+ - let groupCount = 0; - - // this will be used to calculate the normal -- const slope = (radiusBottom - radiusTop) / height; -+ const slope = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - -- for (let y = 0; y <= heightSegments; y++) { -+ for ( let y = 0; y <= heightSegments; y ++ ) { -+ - const indexRow = []; -+ - const v = y / heightSegments; - - // calculate the radius of the current row - -- const radius = v * (radiusBottom - radiusTop) + radiusTop; -- for (let x = 0; x <= radialSegments; x++) { -+ const radius = v * ( radiusBottom - radiusTop ) + radiusTop; -+ -+ for ( let x = 0; x <= radialSegments; x ++ ) { -+ - const u = x / radialSegments; -+ - const theta = u * thetaLength + thetaStart; -- const sinTheta = Math.sin(theta); -- const cosTheta = Math.cos(theta); -+ -+ const sinTheta = Math.sin( theta ); -+ const cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = radius * sinTheta; -- vertex.y = -v * height + halfHeight; -+ vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normal.set(sinTheta, slope, cosTheta).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ normal.set( sinTheta, slope, cosTheta ).normalize(); -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(u, 1 - v); -+ uvs.push( u, 1 - v ); - - // save index of vertex in respective row - -- indexRow.push(index++); -+ indexRow.push( index ++ ); -+ - } - - // now save vertices of the row in our index array - -- indexArray.push(indexRow); -+ indexArray.push( indexRow ); -+ - } - - // generate indices - -- for (let x = 0; x < radialSegments; x++) { -- for (let y = 0; y < heightSegments; y++) { -+ for ( let x = 0; x < radialSegments; x ++ ) { -+ -+ for ( let y = 0; y < heightSegments; y ++ ) { -+ - // we use the index array to access the correct indices - -- const a = indexArray[y][x]; -- const b = indexArray[y + 1][x]; -- const c = indexArray[y + 1][x + 1]; -- const d = indexArray[y][x + 1]; -+ const a = indexArray[ y ][ x ]; -+ const b = indexArray[ y + 1 ][ x ]; -+ const c = indexArray[ y + 1 ][ x + 1 ]; -+ const d = indexArray[ y ][ x + 1 ]; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); - - // update group counter - - groupCount += 6; -+ - } -+ - } - - // add a group to the geometry. this will ensure multi material support - -- scope.addGroup(groupStart, groupCount, 0); -+ scope.addGroup( groupStart, groupCount, 0 ); - - // calculate new start value for groups - - groupStart += groupCount; -+ - } -- function generateCap(top) { -+ -+ function generateCap( top ) { -+ - // save the index of the first center vertex - const centerIndexStart = index; -+ - const uv = new Vector2(); - const vertex = new Vector3(); -+ - let groupCount = 0; -- const radius = top === true ? radiusTop : radiusBottom; -- const sign = top === true ? 1 : -1; -+ -+ const radius = ( top === true ) ? radiusTop : radiusBottom; -+ const sign = ( top === true ) ? 1 : - 1; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - -- for (let x = 1; x <= radialSegments; x++) { -+ for ( let x = 1; x <= radialSegments; x ++ ) { -+ - // vertex - -- vertices.push(0, halfHeight * sign, 0); -+ vertices.push( 0, halfHeight * sign, 0 ); - - // normal - -- normals.push(0, sign, 0); -+ normals.push( 0, sign, 0 ); - - // uv - -- uvs.push(0.5, 0.5); -+ uvs.push( 0.5, 0.5 ); - - // increase index - -- index++; -+ index ++; -+ - } - - // save the index of the last center vertex -@@ -21769,69 +34295,90 @@ - - // now we generate the surrounding vertices, normals and uvs - -- for (let x = 0; x <= radialSegments; x++) { -+ for ( let x = 0; x <= radialSegments; x ++ ) { -+ - const u = x / radialSegments; - const theta = u * thetaLength + thetaStart; -- const cosTheta = Math.cos(theta); -- const sinTheta = Math.sin(theta); -+ -+ const cosTheta = Math.cos( theta ); -+ const sinTheta = Math.sin( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normals.push(0, sign, 0); -+ normals.push( 0, sign, 0 ); - - // uv - -- uv.x = cosTheta * 0.5 + 0.5; -- uv.y = sinTheta * 0.5 * sign + 0.5; -- uvs.push(uv.x, uv.y); -+ uv.x = ( cosTheta * 0.5 ) + 0.5; -+ uv.y = ( sinTheta * 0.5 * sign ) + 0.5; -+ uvs.push( uv.x, uv.y ); - - // increase index - -- index++; -+ index ++; -+ - } - - // generate indices - -- for (let x = 0; x < radialSegments; x++) { -+ for ( let x = 0; x < radialSegments; x ++ ) { -+ - const c = centerIndexStart + x; - const i = centerIndexEnd + x; -- if (top === true) { -+ -+ if ( top === true ) { -+ - // face top - -- indices.push(i, i + 1, c); -+ indices.push( i, i + 1, c ); -+ - } else { -+ - // face bottom - -- indices.push(i + 1, i, c); -+ indices.push( i + 1, i, c ); -+ - } -+ - groupCount += 3; -+ - } - - // add a group to the geometry. this will ensure multi material support - -- scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); -+ scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - - // calculate new start value for groups - - groupStart += groupCount; -+ - } -+ - } -- static fromJSON(data) { -- return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class ConeGeometry extends CylinderGeometry { -- constructor(radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) { -- super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength); -+ -+ constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ -+ super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); -+ - this.type = 'ConeGeometry'; -+ - this.parameters = { - radius: radius, - height: height, -@@ -21841,16 +34388,25 @@ - thetaStart: thetaStart, - thetaLength: thetaLength - }; -+ - } -- static fromJSON(data) { -- return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class PolyhedronGeometry extends BufferGeometry { -- constructor(vertices = [], indices = [], radius = 1, detail = 0) { -+ -+ constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { -+ - super(); -+ - this.type = 'PolyhedronGeometry'; -+ - this.parameters = { - vertices: vertices, - indices: indices, -@@ -21865,11 +34421,11 @@ - - // the subdivision creates the vertex buffer data - -- subdivide(detail); -+ subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - -- applyRadius(radius); -+ applyRadius( radius ); - - // finally, create the uv data - -@@ -21877,37 +34433,48 @@ - - // build non-indexed geometry - -- this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2)); -- if (detail === 0) { -+ this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); -+ -+ if ( detail === 0 ) { -+ - this.computeVertexNormals(); // flat normals -+ - } else { -+ - this.normalizeNormals(); // smooth normals -+ - } - - // helper functions - -- function subdivide(detail) { -+ function subdivide( detail ) { -+ - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); - - // iterate over all faces and apply a subdivision with the given detail value - -- for (let i = 0; i < indices.length; i += 3) { -+ for ( let i = 0; i < indices.length; i += 3 ) { -+ - // get the vertices of the face - -- getVertexByIndex(indices[i + 0], a); -- getVertexByIndex(indices[i + 1], b); -- getVertexByIndex(indices[i + 2], c); -+ getVertexByIndex( indices[ i + 0 ], a ); -+ getVertexByIndex( indices[ i + 1 ], b ); -+ getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - -- subdivideFace(a, b, c, detail); -+ subdivideFace( a, b, c, detail ); -+ - } -+ - } -- function subdivideFace(a, b, c, detail) { -+ -+ function subdivideFace( a, b, c, detail ) { -+ - const cols = detail + 1; - - // we use this multidimensional array as a data structure for creating the subdivision -@@ -21916,322 +34483,517 @@ - - // construct all of the vertices for this subdivision - -- for (let i = 0; i <= cols; i++) { -- v[i] = []; -- const aj = a.clone().lerp(c, i / cols); -- const bj = b.clone().lerp(c, i / cols); -+ for ( let i = 0; i <= cols; i ++ ) { -+ -+ v[ i ] = []; -+ -+ const aj = a.clone().lerp( c, i / cols ); -+ const bj = b.clone().lerp( c, i / cols ); -+ - const rows = cols - i; -- for (let j = 0; j <= rows; j++) { -- if (j === 0 && i === cols) { -- v[i][j] = aj; -+ -+ for ( let j = 0; j <= rows; j ++ ) { -+ -+ if ( j === 0 && i === cols ) { -+ -+ v[ i ][ j ] = aj; -+ - } else { -- v[i][j] = aj.clone().lerp(bj, j / rows); -+ -+ v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); -+ - } -+ - } -+ - } - - // construct all of the faces - -- for (let i = 0; i < cols; i++) { -- for (let j = 0; j < 2 * (cols - i) - 1; j++) { -- const k = Math.floor(j / 2); -- if (j % 2 === 0) { -- pushVertex(v[i][k + 1]); -- pushVertex(v[i + 1][k]); -- pushVertex(v[i][k]); -+ for ( let i = 0; i < cols; i ++ ) { -+ -+ for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { -+ -+ const k = Math.floor( j / 2 ); -+ -+ if ( j % 2 === 0 ) { -+ -+ pushVertex( v[ i ][ k + 1 ] ); -+ pushVertex( v[ i + 1 ][ k ] ); -+ pushVertex( v[ i ][ k ] ); -+ - } else { -- pushVertex(v[i][k + 1]); -- pushVertex(v[i + 1][k + 1]); -- pushVertex(v[i + 1][k]); -+ -+ pushVertex( v[ i ][ k + 1 ] ); -+ pushVertex( v[ i + 1 ][ k + 1 ] ); -+ pushVertex( v[ i + 1 ][ k ] ); -+ - } -+ - } -+ - } -+ - } -- function applyRadius(radius) { -+ -+ function applyRadius( radius ) { -+ - const vertex = new Vector3(); - - // iterate over the entire buffer and apply the radius to each vertex - -- for (let i = 0; i < vertexBuffer.length; i += 3) { -- vertex.x = vertexBuffer[i + 0]; -- vertex.y = vertexBuffer[i + 1]; -- vertex.z = vertexBuffer[i + 2]; -- vertex.normalize().multiplyScalar(radius); -- vertexBuffer[i + 0] = vertex.x; -- vertexBuffer[i + 1] = vertex.y; -- vertexBuffer[i + 2] = vertex.z; -+ for ( let i = 0; i < vertexBuffer.length; i += 3 ) { -+ -+ vertex.x = vertexBuffer[ i + 0 ]; -+ vertex.y = vertexBuffer[ i + 1 ]; -+ vertex.z = vertexBuffer[ i + 2 ]; -+ -+ vertex.normalize().multiplyScalar( radius ); -+ -+ vertexBuffer[ i + 0 ] = vertex.x; -+ vertexBuffer[ i + 1 ] = vertex.y; -+ vertexBuffer[ i + 2 ] = vertex.z; -+ - } -+ - } -+ - function generateUVs() { -+ - const vertex = new Vector3(); -- for (let i = 0; i < vertexBuffer.length; i += 3) { -- vertex.x = vertexBuffer[i + 0]; -- vertex.y = vertexBuffer[i + 1]; -- vertex.z = vertexBuffer[i + 2]; -- const u = azimuth(vertex) / 2 / Math.PI + 0.5; -- const v = inclination(vertex) / Math.PI + 0.5; -- uvBuffer.push(u, 1 - v); -+ -+ for ( let i = 0; i < vertexBuffer.length; i += 3 ) { -+ -+ vertex.x = vertexBuffer[ i + 0 ]; -+ vertex.y = vertexBuffer[ i + 1 ]; -+ vertex.z = vertexBuffer[ i + 2 ]; -+ -+ const u = azimuth( vertex ) / 2 / Math.PI + 0.5; -+ const v = inclination( vertex ) / Math.PI + 0.5; -+ uvBuffer.push( u, 1 - v ); -+ - } -+ - correctUVs(); -+ - correctSeam(); -+ - } -+ - function correctSeam() { -+ - // handle case when face straddles the seam, see #3269 - -- for (let i = 0; i < uvBuffer.length; i += 6) { -+ for ( let i = 0; i < uvBuffer.length; i += 6 ) { -+ - // uv data of a single face - -- const x0 = uvBuffer[i + 0]; -- const x1 = uvBuffer[i + 2]; -- const x2 = uvBuffer[i + 4]; -- const max = Math.max(x0, x1, x2); -- const min = Math.min(x0, x1, x2); -+ const x0 = uvBuffer[ i + 0 ]; -+ const x1 = uvBuffer[ i + 2 ]; -+ const x2 = uvBuffer[ i + 4 ]; -+ -+ const max = Math.max( x0, x1, x2 ); -+ const min = Math.min( x0, x1, x2 ); - - // 0.9 is somewhat arbitrary - -- if (max > 0.9 && min < 0.1) { -- if (x0 < 0.2) uvBuffer[i + 0] += 1; -- if (x1 < 0.2) uvBuffer[i + 2] += 1; -- if (x2 < 0.2) uvBuffer[i + 4] += 1; -+ if ( max > 0.9 && min < 0.1 ) { -+ -+ if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; -+ if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; -+ if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; -+ - } -+ - } -+ - } -- function pushVertex(vertex) { -- vertexBuffer.push(vertex.x, vertex.y, vertex.z); -+ -+ function pushVertex( vertex ) { -+ -+ vertexBuffer.push( vertex.x, vertex.y, vertex.z ); -+ - } -- function getVertexByIndex(index, vertex) { -+ -+ function getVertexByIndex( index, vertex ) { -+ - const stride = index * 3; -- vertex.x = vertices[stride + 0]; -- vertex.y = vertices[stride + 1]; -- vertex.z = vertices[stride + 2]; -+ -+ vertex.x = vertices[ stride + 0 ]; -+ vertex.y = vertices[ stride + 1 ]; -+ vertex.z = vertices[ stride + 2 ]; -+ - } -+ - function correctUVs() { -+ - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); -+ - const centroid = new Vector3(); -+ - const uvA = new Vector2(); - const uvB = new Vector2(); - const uvC = new Vector2(); -- for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) { -- a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]); -- b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]); -- c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]); -- uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]); -- uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]); -- uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]); -- centroid.copy(a).add(b).add(c).divideScalar(3); -- const azi = azimuth(centroid); -- correctUV(uvA, j + 0, a, azi); -- correctUV(uvB, j + 2, b, azi); -- correctUV(uvC, j + 4, c, azi); -+ -+ for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { -+ -+ a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); -+ b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); -+ c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); -+ -+ uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); -+ uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); -+ uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); -+ -+ centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); -+ -+ const azi = azimuth( centroid ); -+ -+ correctUV( uvA, j + 0, a, azi ); -+ correctUV( uvB, j + 2, b, azi ); -+ correctUV( uvC, j + 4, c, azi ); -+ - } -+ - } -- function correctUV(uv, stride, vector, azimuth) { -- if (azimuth < 0 && uv.x === 1) { -- uvBuffer[stride] = uv.x - 1; -+ -+ function correctUV( uv, stride, vector, azimuth ) { -+ -+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { -+ -+ uvBuffer[ stride ] = uv.x - 1; -+ - } -- if (vector.x === 0 && vector.z === 0) { -- uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5; -+ -+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { -+ -+ uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; -+ - } -+ - } - - // Angle around the Y axis, counter-clockwise when looking from above. - -- function azimuth(vector) { -- return Math.atan2(vector.z, -vector.x); -+ function azimuth( vector ) { -+ -+ return Math.atan2( vector.z, - vector.x ); -+ - } - -+ - // Angle above the XZ plane. - -- function inclination(vector) { -- return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z)); -+ function inclination( vector ) { -+ -+ return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); -+ - } -+ - } -- static fromJSON(data) { -- return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details); -+ -+ static fromJSON( data ) { -+ -+ return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details ); -+ - } -+ - } - - class DodecahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const t = (1 + Math.sqrt(5)) / 2; -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const t = ( 1 + Math.sqrt( 5 ) ) / 2; - const r = 1 / t; -+ - const vertices = [ -- // (±1, ±1, ±1) -- -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -- // (0, ±1/φ, ±φ) -- 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, -- // (±1/φ, ±φ, 0) -- -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, -- // (±φ, 0, ±1/φ) -- -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r]; -- const indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9]; -- super(vertices, indices, radius, detail); -+ -+ // (±1, ±1, ±1) -+ - 1, - 1, - 1, - 1, - 1, 1, -+ - 1, 1, - 1, - 1, 1, 1, -+ 1, - 1, - 1, 1, - 1, 1, -+ 1, 1, - 1, 1, 1, 1, -+ -+ // (0, ±1/φ, ±φ) -+ 0, - r, - t, 0, - r, t, -+ 0, r, - t, 0, r, t, -+ -+ // (±1/φ, ±φ, 0) -+ - r, - t, 0, - r, t, 0, -+ r, - t, 0, r, t, 0, -+ -+ // (±φ, 0, ±1/φ) -+ - t, 0, - r, t, 0, - r, -+ - t, 0, r, t, 0, r -+ ]; -+ -+ const indices = [ -+ 3, 11, 7, 3, 7, 15, 3, 15, 13, -+ 7, 19, 17, 7, 17, 6, 7, 6, 15, -+ 17, 4, 8, 17, 8, 10, 17, 10, 6, -+ 8, 0, 16, 8, 16, 2, 8, 2, 10, -+ 0, 12, 1, 0, 1, 18, 0, 18, 16, -+ 6, 10, 2, 6, 2, 13, 6, 13, 15, -+ 2, 16, 18, 2, 18, 3, 2, 3, 13, -+ 18, 1, 9, 18, 9, 11, 18, 11, 3, -+ 4, 14, 12, 4, 12, 0, 4, 0, 8, -+ 11, 9, 5, 11, 5, 19, 11, 19, 7, -+ 19, 5, 14, 19, 14, 4, 19, 4, 17, -+ 1, 12, 14, 1, 14, 5, 1, 5, 9 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'DodecahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new DodecahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new DodecahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - -- const _v0 = /*@__PURE__*/new Vector3(); -- const _v1$1 = /*@__PURE__*/new Vector3(); -- const _normal = /*@__PURE__*/new Vector3(); -- const _triangle = /*@__PURE__*/new Triangle(); -+ const _v0 = /*@__PURE__*/ new Vector3(); -+ const _v1$1 = /*@__PURE__*/ new Vector3(); -+ const _normal = /*@__PURE__*/ new Vector3(); -+ const _triangle = /*@__PURE__*/ new Triangle(); -+ - class EdgesGeometry extends BufferGeometry { -- constructor(geometry = null, thresholdAngle = 1) { -+ -+ constructor( geometry = null, thresholdAngle = 1 ) { -+ - super(); -+ - this.type = 'EdgesGeometry'; -+ - this.parameters = { - geometry: geometry, - thresholdAngle: thresholdAngle - }; -- if (geometry !== null) { -+ -+ if ( geometry !== null ) { -+ - const precisionPoints = 4; -- const precision = Math.pow(10, precisionPoints); -- const thresholdDot = Math.cos(DEG2RAD * thresholdAngle); -+ const precision = Math.pow( 10, precisionPoints ); -+ const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); -+ - const indexAttr = geometry.getIndex(); -- const positionAttr = geometry.getAttribute('position'); -+ const positionAttr = geometry.getAttribute( 'position' ); - const indexCount = indexAttr ? indexAttr.count : positionAttr.count; -- const indexArr = [0, 0, 0]; -- const vertKeys = ['a', 'b', 'c']; -- const hashes = new Array(3); -+ -+ const indexArr = [ 0, 0, 0 ]; -+ const vertKeys = [ 'a', 'b', 'c' ]; -+ const hashes = new Array( 3 ); -+ - const edgeData = {}; - const vertices = []; -- for (let i = 0; i < indexCount; i += 3) { -- if (indexAttr) { -- indexArr[0] = indexAttr.getX(i); -- indexArr[1] = indexAttr.getX(i + 1); -- indexArr[2] = indexAttr.getX(i + 2); -+ for ( let i = 0; i < indexCount; i += 3 ) { -+ -+ if ( indexAttr ) { -+ -+ indexArr[ 0 ] = indexAttr.getX( i ); -+ indexArr[ 1 ] = indexAttr.getX( i + 1 ); -+ indexArr[ 2 ] = indexAttr.getX( i + 2 ); -+ - } else { -- indexArr[0] = i; -- indexArr[1] = i + 1; -- indexArr[2] = i + 2; -- } -- const { -- a, -- b, -- c -- } = _triangle; -- a.fromBufferAttribute(positionAttr, indexArr[0]); -- b.fromBufferAttribute(positionAttr, indexArr[1]); -- c.fromBufferAttribute(positionAttr, indexArr[2]); -- _triangle.getNormal(_normal); -+ -+ indexArr[ 0 ] = i; -+ indexArr[ 1 ] = i + 1; -+ indexArr[ 2 ] = i + 2; -+ -+ } -+ -+ const { a, b, c } = _triangle; -+ a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); -+ b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); -+ c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); -+ _triangle.getNormal( _normal ); - - // create hashes for the edge from the vertices -- hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`; -- hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`; -- hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; -+ hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; -+ hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; -+ hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; - - // skip degenerate triangles -- if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) { -+ if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { -+ - continue; -+ - } - - // iterate over every edge -- for (let j = 0; j < 3; j++) { -+ for ( let j = 0; j < 3; j ++ ) { -+ - // get the first and next vertex making up the edge -- const jNext = (j + 1) % 3; -- const vecHash0 = hashes[j]; -- const vecHash1 = hashes[jNext]; -- const v0 = _triangle[vertKeys[j]]; -- const v1 = _triangle[vertKeys[jNext]]; -- const hash = `${vecHash0}_${vecHash1}`; -- const reverseHash = `${vecHash1}_${vecHash0}`; -- if (reverseHash in edgeData && edgeData[reverseHash]) { -+ const jNext = ( j + 1 ) % 3; -+ const vecHash0 = hashes[ j ]; -+ const vecHash1 = hashes[ jNext ]; -+ const v0 = _triangle[ vertKeys[ j ] ]; -+ const v1 = _triangle[ vertKeys[ jNext ] ]; -+ -+ const hash = `${ vecHash0 }_${ vecHash1 }`; -+ const reverseHash = `${ vecHash1 }_${ vecHash0 }`; -+ -+ if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { -+ - // if we found a sibling edge add it into the vertex array if - // it meets the angle threshold and delete the edge from the map. -- if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) { -- vertices.push(v0.x, v0.y, v0.z); -- vertices.push(v1.x, v1.y, v1.z); -+ if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { -+ -+ vertices.push( v0.x, v0.y, v0.z ); -+ vertices.push( v1.x, v1.y, v1.z ); -+ - } -- edgeData[reverseHash] = null; -- } else if (!(hash in edgeData)) { -+ -+ edgeData[ reverseHash ] = null; -+ -+ } else if ( ! ( hash in edgeData ) ) { -+ - // if we've already got an edge here then skip adding a new one -- edgeData[hash] = { -- index0: indexArr[j], -- index1: indexArr[jNext], -- normal: _normal.clone() -+ edgeData[ hash ] = { -+ -+ index0: indexArr[ j ], -+ index1: indexArr[ jNext ], -+ normal: _normal.clone(), -+ - }; -+ - } -+ - } -+ - } - - // iterate over all remaining, unmatched edges and add them to the vertex array -- for (const key in edgeData) { -- if (edgeData[key]) { -- const { -- index0, -- index1 -- } = edgeData[key]; -- _v0.fromBufferAttribute(positionAttr, index0); -- _v1$1.fromBufferAttribute(positionAttr, index1); -- vertices.push(_v0.x, _v0.y, _v0.z); -- vertices.push(_v1$1.x, _v1$1.y, _v1$1.z); -+ for ( const key in edgeData ) { -+ -+ if ( edgeData[ key ] ) { -+ -+ const { index0, index1 } = edgeData[ key ]; -+ _v0.fromBufferAttribute( positionAttr, index0 ); -+ _v1$1.fromBufferAttribute( positionAttr, index1 ); -+ -+ vertices.push( _v0.x, _v0.y, _v0.z ); -+ vertices.push( _v1$1.x, _v1$1.y, _v1$1.z ); -+ - } -+ - } -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -+ -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ - } -+ - } -+ - } - - class Shape extends Path { -- constructor(points) { -- super(points); -+ -+ constructor( points ) { -+ -+ super( points ); -+ - this.uuid = generateUUID(); -+ - this.type = 'Shape'; -+ - this.holes = []; -+ - } -- getPointsHoles(divisions) { -+ -+ getPointsHoles( divisions ) { -+ - const holesPts = []; -- for (let i = 0, l = this.holes.length; i < l; i++) { -- holesPts[i] = this.holes[i].getPoints(divisions); -+ -+ for ( let i = 0, l = this.holes.length; i < l; i ++ ) { -+ -+ holesPts[ i ] = this.holes[ i ].getPoints( divisions ); -+ - } -+ - return holesPts; -+ - } - - // get points of shape and holes (keypoints based on segments parameter) - -- extractPoints(divisions) { -+ extractPoints( divisions ) { -+ - return { -- shape: this.getPoints(divisions), -- holes: this.getPointsHoles(divisions) -+ -+ shape: this.getPoints( divisions ), -+ holes: this.getPointsHoles( divisions ) -+ - }; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.holes = []; -- for (let i = 0, l = source.holes.length; i < l; i++) { -- const hole = source.holes[i]; -- this.holes.push(hole.clone()); -+ -+ for ( let i = 0, l = source.holes.length; i < l; i ++ ) { -+ -+ const hole = source.holes[ i ]; -+ -+ this.holes.push( hole.clone() ); -+ - } -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.uuid = this.uuid; - data.holes = []; -- for (let i = 0, l = this.holes.length; i < l; i++) { -- const hole = this.holes[i]; -- data.holes.push(hole.toJSON()); -+ -+ for ( let i = 0, l = this.holes.length; i < l; i ++ ) { -+ -+ const hole = this.holes[ i ]; -+ data.holes.push( hole.toJSON() ); -+ - } -+ - return data; -+ - } -- fromJSON(json) { -- super.fromJSON(json); -+ -+ fromJSON( json ) { -+ -+ super.fromJSON( json ); -+ - this.uuid = json.uuid; - this.holes = []; -- for (let i = 0, l = json.holes.length; i < l; i++) { -- const hole = json.holes[i]; -- this.holes.push(new Path().fromJSON(hole)); -+ -+ for ( let i = 0, l = json.holes.length; i < l; i ++ ) { -+ -+ const hole = json.holes[ i ]; -+ this.holes.push( new Path().fromJSON( hole ) ); -+ - } -+ - return this; -+ - } -+ - } - - /** -@@ -22239,300 +35001,416 @@ - */ - - const Earcut = { -- triangulate: function (data, holeIndices, dim = 2) { -+ -+ triangulate: function ( data, holeIndices, dim = 2 ) { -+ - const hasHoles = holeIndices && holeIndices.length; -- const outerLen = hasHoles ? holeIndices[0] * dim : data.length; -- let outerNode = linkedList(data, 0, outerLen, dim, true); -+ const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; -+ let outerNode = linkedList( data, 0, outerLen, dim, true ); - const triangles = []; -- if (!outerNode || outerNode.next === outerNode.prev) return triangles; -+ -+ if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; -+ - let minX, minY, maxX, maxY, x, y, invSize; -- if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); -+ -+ if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox -- if (data.length > 80 * dim) { -- minX = maxX = data[0]; -- minY = maxY = data[1]; -- for (let i = dim; i < outerLen; i += dim) { -- x = data[i]; -- y = data[i + 1]; -- if (x < minX) minX = x; -- if (y < minY) minY = y; -- if (x > maxX) maxX = x; -- if (y > maxY) maxY = y; -+ if ( data.length > 80 * dim ) { -+ -+ minX = maxX = data[ 0 ]; -+ minY = maxY = data[ 1 ]; -+ -+ for ( let i = dim; i < outerLen; i += dim ) { -+ -+ x = data[ i ]; -+ y = data[ i + 1 ]; -+ if ( x < minX ) minX = x; -+ if ( y < minY ) minY = y; -+ if ( x > maxX ) maxX = x; -+ if ( y > maxY ) maxY = y; -+ - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation -- invSize = Math.max(maxX - minX, maxY - minY); -+ invSize = Math.max( maxX - minX, maxY - minY ); - invSize = invSize !== 0 ? 32767 / invSize : 0; -+ - } -- earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); -+ -+ earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 ); -+ - return triangles; -+ - } -+ - }; - - // create a circular doubly linked list from polygon points in the specified winding order -- function linkedList(data, start, end, dim, clockwise) { -+ function linkedList( data, start, end, dim, clockwise ) { -+ - let i, last; -- if (clockwise === signedArea(data, start, end, dim) > 0) { -- for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); -+ -+ if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { -+ -+ for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); -+ - } else { -- for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); -+ -+ for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); -+ - } -- if (last && equals(last, last.next)) { -- removeNode(last); -+ -+ if ( last && equals( last, last.next ) ) { -+ -+ removeNode( last ); - last = last.next; -+ - } -+ - return last; -+ - } - - // eliminate colinear or duplicate points -- function filterPoints(start, end) { -- if (!start) return start; -- if (!end) end = start; -+ function filterPoints( start, end ) { -+ -+ if ( ! start ) return start; -+ if ( ! end ) end = start; -+ - let p = start, - again; - do { -+ - again = false; -- if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { -- removeNode(p); -+ -+ if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { -+ -+ removeNode( p ); - p = end = p.prev; -- if (p === p.next) break; -+ if ( p === p.next ) break; - again = true; -+ - } else { -+ - p = p.next; -+ - } -- } while (again || p !== end); -+ -+ } while ( again || p !== end ); -+ - return end; -+ - } - - // main ear slicing loop which triangulates a polygon (given as a linked list) -- function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { -- if (!ear) return; -+ function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { -+ -+ if ( ! ear ) return; - - // interlink polygon nodes in z-order -- if (!pass && invSize) indexCurve(ear, minX, minY, invSize); -+ if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); -+ - let stop = ear, -- prev, -- next; -+ prev, next; - - // iterate through ears, slicing them one by one -- while (ear.prev !== ear.next) { -+ while ( ear.prev !== ear.next ) { -+ - prev = ear.prev; - next = ear.next; -- if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { -+ -+ if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { -+ - // cut off the triangle -- triangles.push(prev.i / dim | 0); -- triangles.push(ear.i / dim | 0); -- triangles.push(next.i / dim | 0); -- removeNode(ear); -+ triangles.push( prev.i / dim | 0 ); -+ triangles.push( ear.i / dim | 0 ); -+ triangles.push( next.i / dim | 0 ); -+ -+ removeNode( ear ); - - // skipping the next vertex leads to less sliver triangles - ear = next.next; - stop = next.next; -+ - continue; -+ - } -+ - ear = next; - - // if we looped through the whole remaining polygon and can't find any more ears -- if (ear === stop) { -+ if ( ear === stop ) { -+ - // try filtering points and slicing again -- if (!pass) { -- earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); -+ if ( ! pass ) { -+ -+ earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); - - // if this didn't work, try curing all small self-intersections locally -- } else if (pass === 1) { -- ear = cureLocalIntersections(filterPoints(ear), triangles, dim); -- earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); -+ -+ } else if ( pass === 1 ) { -+ -+ ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); -+ earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); - - // as a last resort, try splitting the remaining polygon into two -- } else if (pass === 2) { -- splitEarcut(ear, triangles, dim, minX, minY, invSize); -+ -+ } else if ( pass === 2 ) { -+ -+ splitEarcut( ear, triangles, dim, minX, minY, invSize ); -+ - } -+ - break; -+ - } -+ - } -+ - } - - // check whether a polygon node forms a valid ear with adjacent nodes -- function isEar(ear) { -+ function isEar( ear ) { -+ - const a = ear.prev, - b = ear, - c = ear.next; -- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear -+ -+ if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear -- const ax = a.x, -- bx = b.x, -- cx = c.x, -- ay = a.y, -- by = b.y, -- cy = c.y; -+ const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox; min & max are calculated like this for speed -- const x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx, -- y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy, -- x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx, -- y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy; -+ const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), -+ y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), -+ x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), -+ y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); -+ - let p = c.next; -- while (p !== a) { -- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; -+ while ( p !== a ) { -+ -+ if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && -+ pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && -+ area( p.prev, p, p.next ) >= 0 ) return false; - p = p.next; -+ - } -+ - return true; -+ - } -- function isEarHashed(ear, minX, minY, invSize) { -+ -+ function isEarHashed( ear, minX, minY, invSize ) { -+ - const a = ear.prev, - b = ear, - c = ear.next; -- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - -- const ax = a.x, -- bx = b.x, -- cx = c.x, -- ay = a.y, -- by = b.y, -- cy = c.y; -+ if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear -+ -+ const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox; min & max are calculated like this for speed -- const x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx, -- y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy, -- x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx, -- y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy; -+ const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), -+ y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), -+ x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), -+ y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); - - // z-order range for the current triangle bbox; -- const minZ = zOrder(x0, y0, minX, minY, invSize), -- maxZ = zOrder(x1, y1, minX, minY, invSize); -+ const minZ = zOrder( x0, y0, minX, minY, invSize ), -+ maxZ = zOrder( x1, y1, minX, minY, invSize ); -+ - let p = ear.prevZ, - n = ear.nextZ; - - // look for points inside the triangle in both directions -- while (p && p.z >= minZ && n && n.z <= maxZ) { -- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; -+ while ( p && p.z >= minZ && n && n.z <= maxZ ) { -+ -+ if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; -- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; -+ -+ if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; -+ - } - - // look for remaining points in decreasing z-order -- while (p && p.z >= minZ) { -- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; -+ while ( p && p.z >= minZ ) { -+ -+ if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; -+ - } - - // look for remaining points in increasing z-order -- while (n && n.z <= maxZ) { -- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; -+ while ( n && n.z <= maxZ ) { -+ -+ if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && -+ pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; -+ - } -+ - return true; -+ - } - - // go through all polygon nodes and cure small local self-intersections -- function cureLocalIntersections(start, triangles, dim) { -+ function cureLocalIntersections( start, triangles, dim ) { -+ - let p = start; - do { -+ - const a = p.prev, - b = p.next.next; -- if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { -- triangles.push(a.i / dim | 0); -- triangles.push(p.i / dim | 0); -- triangles.push(b.i / dim | 0); -+ -+ if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { -+ -+ triangles.push( a.i / dim | 0 ); -+ triangles.push( p.i / dim | 0 ); -+ triangles.push( b.i / dim | 0 ); - - // remove two nodes involved -- removeNode(p); -- removeNode(p.next); -+ removeNode( p ); -+ removeNode( p.next ); -+ - p = start = b; -+ - } -+ - p = p.next; -- } while (p !== start); -- return filterPoints(p); -+ -+ } while ( p !== start ); -+ -+ return filterPoints( p ); -+ - } - - // try splitting polygon into two and triangulate them independently -- function splitEarcut(start, triangles, dim, minX, minY, invSize) { -+ function splitEarcut( start, triangles, dim, minX, minY, invSize ) { -+ - // look for a valid diagonal that divides the polygon into two - let a = start; - do { -+ - let b = a.next.next; -- while (b !== a.prev) { -- if (a.i !== b.i && isValidDiagonal(a, b)) { -+ while ( b !== a.prev ) { -+ -+ if ( a.i !== b.i && isValidDiagonal( a, b ) ) { -+ - // split the polygon in two by the diagonal -- let c = splitPolygon(a, b); -+ let c = splitPolygon( a, b ); - - // filter colinear points around the cuts -- a = filterPoints(a, a.next); -- c = filterPoints(c, c.next); -+ a = filterPoints( a, a.next ); -+ c = filterPoints( c, c.next ); - - // run earcut on each half -- earcutLinked(a, triangles, dim, minX, minY, invSize, 0); -- earcutLinked(c, triangles, dim, minX, minY, invSize, 0); -+ earcutLinked( a, triangles, dim, minX, minY, invSize, 0 ); -+ earcutLinked( c, triangles, dim, minX, minY, invSize, 0 ); - return; -+ - } -+ - b = b.next; -+ - } -+ - a = a.next; -- } while (a !== start); -+ -+ } while ( a !== start ); -+ - } - - // link every hole into the outer loop, producing a single-ring polygon without holes -- function eliminateHoles(data, holeIndices, outerNode, dim) { -+ function eliminateHoles( data, holeIndices, outerNode, dim ) { -+ - const queue = []; - let i, len, start, end, list; -- for (i = 0, len = holeIndices.length; i < len; i++) { -- start = holeIndices[i] * dim; -- end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; -- list = linkedList(data, start, end, dim, false); -- if (list === list.next) list.steiner = true; -- queue.push(getLeftmost(list)); -+ -+ for ( i = 0, len = holeIndices.length; i < len; i ++ ) { -+ -+ start = holeIndices[ i ] * dim; -+ end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; -+ list = linkedList( data, start, end, dim, false ); -+ if ( list === list.next ) list.steiner = true; -+ queue.push( getLeftmost( list ) ); -+ - } -- queue.sort(compareX); -+ -+ queue.sort( compareX ); - - // process holes from left to right -- for (i = 0; i < queue.length; i++) { -- outerNode = eliminateHole(queue[i], outerNode); -+ for ( i = 0; i < queue.length; i ++ ) { -+ -+ outerNode = eliminateHole( queue[ i ], outerNode ); -+ - } -+ - return outerNode; -+ - } -- function compareX(a, b) { -+ -+ function compareX( a, b ) { -+ - return a.x - b.x; -+ - } - - // find a bridge between vertices that connects hole with an outer ring and link it -- function eliminateHole(hole, outerNode) { -- const bridge = findHoleBridge(hole, outerNode); -- if (!bridge) { -+ function eliminateHole( hole, outerNode ) { -+ -+ const bridge = findHoleBridge( hole, outerNode ); -+ if ( ! bridge ) { -+ - return outerNode; -+ - } -- const bridgeReverse = splitPolygon(bridge, hole); -+ -+ const bridgeReverse = splitPolygon( bridge, hole ); - - // filter collinear points around the cuts -- filterPoints(bridgeReverse, bridgeReverse.next); -- return filterPoints(bridge, bridge.next); -+ filterPoints( bridgeReverse, bridgeReverse.next ); -+ return filterPoints( bridge, bridge.next ); -+ - } - - // David Eberly's algorithm for finding a bridge between hole and outer polygon -- function findHoleBridge(hole, outerNode) { -+ function findHoleBridge( hole, outerNode ) { -+ - let p = outerNode, -- qx = -Infinity, -+ qx = - Infinity, - m; -- const hx = hole.x, -- hy = hole.y; -+ -+ const hx = hole.x, hy = hole.y; - - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - do { -- if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { -- const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); -- if (x <= hx && x > qx) { -+ -+ if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { -+ -+ const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); -+ if ( x <= hx && x > qx ) { -+ - qx = x; - m = p.x < p.next.x ? p : p.next; -- if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint -+ if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint -+ - } -+ - } - - p = p.next; -- } while (p !== outerNode); -- if (!m) return null; -+ -+ } while ( p !== outerNode ); -+ -+ if ( ! m ) return null; - - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; -@@ -22541,235 +35419,334 @@ - const stop = m, - mx = m.x, - my = m.y; -- let tanMin = Infinity, -- tan; -+ let tanMin = Infinity, tan; -+ - p = m; -+ - do { -- if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { -- tan = Math.abs(hy - p.y) / (hx - p.x); // tangential - -- if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) { -+ if ( hx >= p.x && p.x >= mx && hx !== p.x && -+ pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { -+ -+ tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential -+ -+ if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { -+ - m = p; - tanMin = tan; -+ - } -+ - } -+ - p = p.next; -- } while (p !== stop); -+ -+ } while ( p !== stop ); -+ - return m; -+ - } - - // whether sector in vertex m contains sector in vertex p in the same coordinates -- function sectorContainsSector(m, p) { -- return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; -+ function sectorContainsSector( m, p ) { -+ -+ return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; -+ - } - - // interlink polygon nodes in z-order -- function indexCurve(start, minX, minY, invSize) { -+ function indexCurve( start, minX, minY, invSize ) { -+ - let p = start; - do { -- if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); -+ -+ if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; -- } while (p !== start); -+ -+ } while ( p !== start ); -+ - p.prevZ.nextZ = null; - p.prevZ = null; -- sortLinked(p); -+ -+ sortLinked( p ); -+ - } - - // Simon Tatham's linked list merge sort algorithm - // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -- function sortLinked(list) { -- let i, -- p, -- q, -- e, -- tail, -- numMerges, -- pSize, -- qSize, -+ function sortLinked( list ) { -+ -+ let i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; -+ - do { -+ - p = list; - list = null; - tail = null; - numMerges = 0; -- while (p) { -- numMerges++; -+ -+ while ( p ) { -+ -+ numMerges ++; - q = p; - pSize = 0; -- for (i = 0; i < inSize; i++) { -- pSize++; -+ for ( i = 0; i < inSize; i ++ ) { -+ -+ pSize ++; - q = q.nextZ; -- if (!q) break; -+ if ( ! q ) break; -+ - } -+ - qSize = inSize; -- while (pSize > 0 || qSize > 0 && q) { -- if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { -+ -+ while ( pSize > 0 || ( qSize > 0 && q ) ) { -+ -+ if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { -+ - e = p; - p = p.nextZ; -- pSize--; -+ pSize --; -+ - } else { -+ - e = q; - q = q.nextZ; -- qSize--; -+ qSize --; -+ - } -- if (tail) tail.nextZ = e;else list = e; -+ -+ if ( tail ) tail.nextZ = e; -+ else list = e; -+ - e.prevZ = tail; - tail = e; -+ - } -+ - p = q; -+ - } -+ - tail.nextZ = null; - inSize *= 2; -- } while (numMerges > 1); -+ -+ } while ( numMerges > 1 ); -+ - return list; -+ - } - - // z-order of a point given coords and inverse of the longer side of data bbox -- function zOrder(x, y, minX, minY, invSize) { -+ function zOrder( x, y, minX, minY, invSize ) { -+ - // coords are transformed into non-negative 15-bit integer range -- x = (x - minX) * invSize | 0; -- y = (y - minY) * invSize | 0; -- x = (x | x << 8) & 0x00FF00FF; -- x = (x | x << 4) & 0x0F0F0F0F; -- x = (x | x << 2) & 0x33333333; -- x = (x | x << 1) & 0x55555555; -- y = (y | y << 8) & 0x00FF00FF; -- y = (y | y << 4) & 0x0F0F0F0F; -- y = (y | y << 2) & 0x33333333; -- y = (y | y << 1) & 0x55555555; -- return x | y << 1; -+ x = ( x - minX ) * invSize | 0; -+ y = ( y - minY ) * invSize | 0; -+ -+ x = ( x | ( x << 8 ) ) & 0x00FF00FF; -+ x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; -+ x = ( x | ( x << 2 ) ) & 0x33333333; -+ x = ( x | ( x << 1 ) ) & 0x55555555; -+ -+ y = ( y | ( y << 8 ) ) & 0x00FF00FF; -+ y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; -+ y = ( y | ( y << 2 ) ) & 0x33333333; -+ y = ( y | ( y << 1 ) ) & 0x55555555; -+ -+ return x | ( y << 1 ); -+ - } - - // find the leftmost node of a polygon ring -- function getLeftmost(start) { -+ function getLeftmost( start ) { -+ - let p = start, - leftmost = start; - do { -- if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p; -+ -+ if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; - p = p.next; -- } while (p !== start); -+ -+ } while ( p !== start ); -+ - return leftmost; -+ - } - - // check if a point lies within a convex triangle -- function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { -- return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && (ax - px) * (by - py) >= (bx - px) * (ay - py) && (bx - px) * (cy - py) >= (cx - px) * (by - py); -+ function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { -+ -+ return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) && -+ ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) && -+ ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py ); -+ - } - - // check if a diagonal between two polygon nodes is valid (lies in polygon interior) -- function isValidDiagonal(a, b) { -- return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( -- // dones't intersect other edges -- locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( -- // locally visible -- area(a.prev, a, b.prev) || area(a, b.prev, b)) || -- // does not create opposite-facing sectors -- equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case -+ function isValidDiagonal( a, b ) { -+ -+ return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges -+ ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible -+ ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors -+ equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case -+ - } - - // signed area of a triangle -- function area(p, q, r) { -- return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); -+ function area( p, q, r ) { -+ -+ return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); -+ - } - - // check if two points are equal -- function equals(p1, p2) { -+ function equals( p1, p2 ) { -+ - return p1.x === p2.x && p1.y === p2.y; -+ - } - - // check if two segments intersect -- function intersects(p1, q1, p2, q2) { -- const o1 = sign(area(p1, q1, p2)); -- const o2 = sign(area(p1, q1, q2)); -- const o3 = sign(area(p2, q2, p1)); -- const o4 = sign(area(p2, q2, q1)); -- if (o1 !== o2 && o3 !== o4) return true; // general case -- -- if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 -- if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 -- if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 -- if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 -+ function intersects( p1, q1, p2, q2 ) { -+ -+ const o1 = sign( area( p1, q1, p2 ) ); -+ const o2 = sign( area( p1, q1, q2 ) ); -+ const o3 = sign( area( p2, q2, p1 ) ); -+ const o4 = sign( area( p2, q2, q1 ) ); -+ -+ if ( o1 !== o2 && o3 !== o4 ) return true; // general case -+ -+ if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 -+ if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 -+ if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 -+ if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - - return false; -+ - } - - // for collinear points p, q, r, check if point q lies on segment pr -- function onSegment(p, q, r) { -- return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); -+ function onSegment( p, q, r ) { -+ -+ return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y ); -+ - } -- function sign(num) { -- return num > 0 ? 1 : num < 0 ? -1 : 0; -+ -+ function sign( num ) { -+ -+ return num > 0 ? 1 : num < 0 ? - 1 : 0; -+ - } - - // check if a polygon diagonal intersects any polygon segments -- function intersectsPolygon(a, b) { -+ function intersectsPolygon( a, b ) { -+ - let p = a; - do { -- if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true; -+ -+ if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && -+ intersects( p, p.next, a, b ) ) return true; - p = p.next; -- } while (p !== a); -+ -+ } while ( p !== a ); -+ - return false; -+ - } - - // check if a polygon diagonal is locally inside the polygon -- function locallyInside(a, b) { -- return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; -+ function locallyInside( a, b ) { -+ -+ return area( a.prev, a, a.next ) < 0 ? -+ area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : -+ area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; -+ - } - - // check if the middle point of a polygon diagonal is inside the polygon -- function middleInside(a, b) { -+ function middleInside( a, b ) { -+ - let p = a, - inside = false; -- const px = (a.x + b.x) / 2, -- py = (a.y + b.y) / 2; -+ const px = ( a.x + b.x ) / 2, -+ py = ( a.y + b.y ) / 2; - do { -- if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside; -+ -+ if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && -+ ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) -+ inside = ! inside; - p = p.next; -- } while (p !== a); -+ -+ } while ( p !== a ); -+ - return inside; -+ - } - - // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; - // if one belongs to the outer ring and another to a hole, it merges it into a single ring -- function splitPolygon(a, b) { -- const a2 = new Node(a.i, a.x, a.y), -- b2 = new Node(b.i, b.x, b.y), -+ function splitPolygon( a, b ) { -+ -+ const a2 = new Node( a.i, a.x, a.y ), -+ b2 = new Node( b.i, b.x, b.y ), - an = a.next, - bp = b.prev; -+ - a.next = b; - b.prev = a; -+ - a2.next = an; - an.prev = a2; -+ - b2.next = a2; - a2.prev = b2; -+ - bp.next = b2; - b2.prev = bp; -+ - return b2; -+ - } - - // create a node and optionally link it with previous one (in a circular doubly linked list) -- function insertNode(i, x, y, last) { -- const p = new Node(i, x, y); -- if (!last) { -+ function insertNode( i, x, y, last ) { -+ -+ const p = new Node( i, x, y ); -+ -+ if ( ! last ) { -+ - p.prev = p; - p.next = p; -+ - } else { -+ - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; -+ - } -+ - return p; -+ - } -- function removeNode(p) { -+ -+ function removeNode( p ) { -+ - p.next.prev = p.prev; - p.prev.next = p.next; -- if (p.prevZ) p.prevZ.nextZ = p.nextZ; -- if (p.nextZ) p.nextZ.prevZ = p.prevZ; -+ -+ if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; -+ if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; -+ - } -- function Node(i, x, y) { -+ -+ function Node( i, x, y ) { -+ - // vertex index in coordinates array - this.i = i; - -@@ -22790,71 +35767,110 @@ - - // indicates whether this is a steiner point - this.steiner = false; -+ - } -- function signedArea(data, start, end, dim) { -+ -+ function signedArea( data, start, end, dim ) { -+ - let sum = 0; -- for (let i = start, j = end - dim; i < end; i += dim) { -- sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); -+ for ( let i = start, j = end - dim; i < end; i += dim ) { -+ -+ sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); - j = i; -+ - } -+ - return sum; -+ - } - - class ShapeUtils { -+ - // calculate area of the contour polygon - -- static area(contour) { -+ static area( contour ) { -+ - const n = contour.length; - let a = 0.0; -- for (let p = n - 1, q = 0; q < n; p = q++) { -- a += contour[p].x * contour[q].y - contour[q].x * contour[p].y; -+ -+ for ( let p = n - 1, q = 0; q < n; p = q ++ ) { -+ -+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; -+ - } -+ - return a * 0.5; -+ - } -- static isClockWise(pts) { -- return ShapeUtils.area(pts) < 0; -+ -+ static isClockWise( pts ) { -+ -+ return ShapeUtils.area( pts ) < 0; -+ - } -- static triangulateShape(contour, holes) { -+ -+ static triangulateShape( contour, holes ) { -+ - const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - const holeIndices = []; // array of hole indices - const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - -- removeDupEndPts(contour); -- addContour(vertices, contour); -+ removeDupEndPts( contour ); -+ addContour( vertices, contour ); - - // - - let holeIndex = contour.length; -- holes.forEach(removeDupEndPts); -- for (let i = 0; i < holes.length; i++) { -- holeIndices.push(holeIndex); -- holeIndex += holes[i].length; -- addContour(vertices, holes[i]); -+ -+ holes.forEach( removeDupEndPts ); -+ -+ for ( let i = 0; i < holes.length; i ++ ) { -+ -+ holeIndices.push( holeIndex ); -+ holeIndex += holes[ i ].length; -+ addContour( vertices, holes[ i ] ); -+ - } - - // - -- const triangles = Earcut.triangulate(vertices, holeIndices); -+ const triangles = Earcut.triangulate( vertices, holeIndices ); - - // - -- for (let i = 0; i < triangles.length; i += 3) { -- faces.push(triangles.slice(i, i + 3)); -+ for ( let i = 0; i < triangles.length; i += 3 ) { -+ -+ faces.push( triangles.slice( i, i + 3 ) ); -+ - } -+ - return faces; -+ - } -+ - } -- function removeDupEndPts(points) { -+ -+ function removeDupEndPts( points ) { -+ - const l = points.length; -- if (l > 2 && points[l - 1].equals(points[0])) { -+ -+ if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { -+ - points.pop(); -+ - } -+ - } -- function addContour(vertices, contour) { -- for (let i = 0; i < contour.length; i++) { -- vertices.push(contour[i].x); -- vertices.push(contour[i].y); -+ -+ function addContour( vertices, contour ) { -+ -+ for ( let i = 0; i < contour.length; i ++ ) { -+ -+ vertices.push( contour[ i ].x ); -+ vertices.push( contour[ i ].y ); -+ - } -+ - } - - /** -@@ -22862,48 +35878,61 @@ - * - * parameters = { - * -- * curveSegments: , // number of points on the curves -- * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too -- * depth: , // Depth to extrude the shape -+ * curveSegments: , // number of points on the curves -+ * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too -+ * depth: , // Depth to extrude the shape - * -- * bevelEnabled: , // turn on bevel -- * bevelThickness: , // how deep into the original shape bevel goes -- * bevelSize: , // how far from shape outline (including bevelOffset) is bevel -- * bevelOffset: , // how far from shape outline does bevel start -- * bevelSegments: , // number of bevel layers -+ * bevelEnabled: , // turn on bevel -+ * bevelThickness: , // how deep into the original shape bevel goes -+ * bevelSize: , // how far from shape outline (including bevelOffset) is bevel -+ * bevelOffset: , // how far from shape outline does bevel start -+ * bevelSegments: , // number of bevel layers - * -- * extrudePath: // curve to extrude shape along -+ * extrudePath: // curve to extrude shape along - * -- * UVGenerator: // object that provides UV generator functions -+ * UVGenerator: // object that provides UV generator functions - * - * } - */ -+ - class ExtrudeGeometry extends BufferGeometry { -- constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) { -+ -+ constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) { -+ - super(); -+ - this.type = 'ExtrudeGeometry'; -+ - this.parameters = { - shapes: shapes, - options: options - }; -- shapes = Array.isArray(shapes) ? shapes : [shapes]; -+ -+ shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; -+ - const scope = this; -+ - const verticesArray = []; - const uvArray = []; -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- addShape(shape); -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ addShape( shape ); -+ - } - - // build geometry - -- this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2)); -+ this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); -+ - this.computeVertexNormals(); - - // functions - -- function addShape(shape) { -+ function addShape( shape ) { -+ - const placeholder = []; - - // options -@@ -22911,21 +35940,26 @@ - const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - const steps = options.steps !== undefined ? options.steps : 1; - const depth = options.depth !== undefined ? options.depth : 1; -+ - let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; - let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2; - let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1; - let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; - let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; -+ - const extrudePath = options.extrudePath; -+ - const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; - - // - -- let extrudePts, -- extrudeByPath = false; -+ let extrudePts, extrudeByPath = false; - let splineTube, binormal, normal, position2; -- if (extrudePath) { -- extrudePts = extrudePath.getSpacedPoints(steps); -+ -+ if ( extrudePath ) { -+ -+ extrudePts = extrudePath.getSpacedPoints( steps ); -+ - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - -@@ -22933,68 +35967,94 @@ - - // TODO1 - have a .isClosed in spline? - -- splineTube = extrudePath.computeFrenetFrames(steps, false); -+ splineTube = extrudePath.computeFrenetFrames( steps, false ); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); -+ - } - - // Safeguards if bevels are not enabled - -- if (!bevelEnabled) { -+ if ( ! bevelEnabled ) { -+ - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - bevelOffset = 0; -+ - } - - // Variables initialization - -- const shapePoints = shape.extractPoints(curveSegments); -+ const shapePoints = shape.extractPoints( curveSegments ); -+ - let vertices = shapePoints.shape; - const holes = shapePoints.holes; -- const reverse = !ShapeUtils.isClockWise(vertices); -- if (reverse) { -+ -+ const reverse = ! ShapeUtils.isClockWise( vertices ); -+ -+ if ( reverse ) { -+ - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- if (ShapeUtils.isClockWise(ahole)) { -- holes[h] = ahole.reverse(); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ -+ if ( ShapeUtils.isClockWise( ahole ) ) { -+ -+ holes[ h ] = ahole.reverse(); -+ - } -+ - } -+ - } -- const faces = ShapeUtils.triangulateShape(vertices, holes); -+ -+ -+ const faces = ShapeUtils.triangulateShape( vertices, holes ); - - /* Vertices */ - - const contour = vertices; // vertices has all points but contour has only points of circumference - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- vertices = vertices.concat(ahole); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ -+ vertices = vertices.concat( ahole ); -+ - } -- function scalePt2(pt, vec, size) { -- if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist'); -- return vec.clone().multiplyScalar(size).add(pt); -+ -+ -+ function scalePt2( pt, vec, size ) { -+ -+ if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' ); -+ -+ return vec.clone().multiplyScalar( size ).add( pt ); -+ - } -- const vlen = vertices.length, -- flen = faces.length; -+ -+ const vlen = vertices.length, flen = faces.length; -+ - - // Find directions for point movement - -- function getBevelVec(inPt, inPrev, inNext) { -+ -+ function getBevelVec( inPt, inPrev, inNext ) { -+ - // computes for inPt the corresponding point inPt' on a new contour -- // shifted by 1 unit (length of normalized vector) to the left -+ // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two -- // adjacent edges of inPt at a distance of 1 unit on the left side. -+ // adjacent edges of inPt at a distance of 1 unit on the left side. - - let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt - -@@ -23005,196 +36065,291 @@ - v_prev_y = inPt.y - inPrev.y; - const v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; -- const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; -+ -+ const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for collinear edges -- const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x; -- if (Math.abs(collinear0) > Number.EPSILON) { -+ const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); -+ -+ if ( Math.abs( collinear0 ) > Number.EPSILON ) { -+ - // not collinear - - // length of vectors for normalizing - -- const v_prev_len = Math.sqrt(v_prev_lensq); -- const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); -+ const v_prev_len = Math.sqrt( v_prev_lensq ); -+ const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - -- const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len; -- const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len; -- const ptNextShift_x = inNext.x - v_next_y / v_next_len; -- const ptNextShift_y = inNext.y + v_next_x / v_next_len; -+ const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); -+ const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); -+ -+ const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); -+ const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - -- const sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); -+ const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - -+ ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / -+ ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - -- v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x; -- v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; -+ v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); -+ v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly -- // but prevent crazy spikes -- const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y; -- if (v_trans_lensq <= 2) { -- return new Vector2(v_trans_x, v_trans_y); -+ // but prevent crazy spikes -+ const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); -+ if ( v_trans_lensq <= 2 ) { -+ -+ return new Vector2( v_trans_x, v_trans_y ); -+ - } else { -- shrink_by = Math.sqrt(v_trans_lensq / 2); -+ -+ shrink_by = Math.sqrt( v_trans_lensq / 2 ); -+ - } -+ - } else { -+ - // handle special case of collinear edges - - let direction_eq = false; // assumes: opposite - -- if (v_prev_x > Number.EPSILON) { -- if (v_next_x > Number.EPSILON) { -+ if ( v_prev_x > Number.EPSILON ) { -+ -+ if ( v_next_x > Number.EPSILON ) { -+ - direction_eq = true; -+ - } -+ - } else { -- if (v_prev_x < -Number.EPSILON) { -- if (v_next_x < -Number.EPSILON) { -+ -+ if ( v_prev_x < - Number.EPSILON ) { -+ -+ if ( v_next_x < - Number.EPSILON ) { -+ - direction_eq = true; -+ - } -+ - } else { -- if (Math.sign(v_prev_y) === Math.sign(v_next_y)) { -+ -+ if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { -+ - direction_eq = true; -+ - } -+ - } -+ - } -- if (direction_eq) { -+ -+ if ( direction_eq ) { -+ - // console.log("Warning: lines are a straight sequence"); -- v_trans_x = -v_prev_y; -+ v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; -- shrink_by = Math.sqrt(v_prev_lensq); -+ shrink_by = Math.sqrt( v_prev_lensq ); -+ - } else { -+ - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; -- shrink_by = Math.sqrt(v_prev_lensq / 2); -+ shrink_by = Math.sqrt( v_prev_lensq / 2 ); -+ - } -+ - } -- return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by); -+ -+ return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); -+ - } -+ -+ - const contourMovements = []; -- for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) { -- if (j === il) j = 0; -- if (k === il) k = 0; - -- // (j)---(i)---(k) -+ for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { -+ -+ if ( j === il ) j = 0; -+ if ( k === il ) k = 0; -+ -+ // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - -- contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]); -+ contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); -+ - } -+ - const holesMovements = []; -- let oneHoleMovements, -- verticesMovements = contourMovements.concat(); -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -+ let oneHoleMovements, verticesMovements = contourMovements.concat(); -+ -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ - oneHoleMovements = []; -- for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) { -- if (j === il) j = 0; -- if (k === il) k = 0; - -- // (j)---(i)---(k) -- oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]); -+ for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { -+ -+ if ( j === il ) j = 0; -+ if ( k === il ) k = 0; -+ -+ // (j)---(i)---(k) -+ oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); -+ - } -- holesMovements.push(oneHoleMovements); -- verticesMovements = verticesMovements.concat(oneHoleMovements); -+ -+ holesMovements.push( oneHoleMovements ); -+ verticesMovements = verticesMovements.concat( oneHoleMovements ); -+ - } - -+ - // Loop bevelSegments, 1 for the front, 1 for the back - -- for (let b = 0; b < bevelSegments; b++) { -+ for ( let b = 0; b < bevelSegments; b ++ ) { -+ - //for ( b = bevelSegments; b > 0; b -- ) { - - const t = b / bevelSegments; -- const z = bevelThickness * Math.cos(t * Math.PI / 2); -- const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; -+ const z = bevelThickness * Math.cos( t * Math.PI / 2 ); -+ const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - -- for (let i = 0, il = contour.length; i < il; i++) { -- const vert = scalePt2(contour[i], contourMovements[i], bs); -- v(vert.x, vert.y, -z); -+ for ( let i = 0, il = contour.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); -+ -+ v( vert.x, vert.y, - z ); -+ - } - - // expand holes - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- oneHoleMovements = holesMovements[h]; -- for (let i = 0, il = ahole.length; i < il; i++) { -- const vert = scalePt2(ahole[i], oneHoleMovements[i], bs); -- v(vert.x, vert.y, -z); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ oneHoleMovements = holesMovements[ h ]; -+ -+ for ( let i = 0, il = ahole.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); -+ -+ v( vert.x, vert.y, - z ); -+ - } -+ - } -+ - } -+ - const bs = bevelSize + bevelOffset; - - // Back facing vertices - -- for (let i = 0; i < vlen; i++) { -- const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i]; -- if (!extrudeByPath) { -- v(vert.x, vert.y, 0); -+ for ( let i = 0; i < vlen; i ++ ) { -+ -+ const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; -+ -+ if ( ! extrudeByPath ) { -+ -+ v( vert.x, vert.y, 0 ); -+ - } else { -+ - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - -- normal.copy(splineTube.normals[0]).multiplyScalar(vert.x); -- binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y); -- position2.copy(extrudePts[0]).add(normal).add(binormal); -- v(position2.x, position2.y, position2.z); -+ normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); -+ binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); -+ -+ position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); -+ -+ v( position2.x, position2.y, position2.z ); -+ - } -+ - } - - // Add stepped vertices... - // Including front facing vertices - -- for (let s = 1; s <= steps; s++) { -- for (let i = 0; i < vlen; i++) { -- const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i]; -- if (!extrudeByPath) { -- v(vert.x, vert.y, depth / steps * s); -+ for ( let s = 1; s <= steps; s ++ ) { -+ -+ for ( let i = 0; i < vlen; i ++ ) { -+ -+ const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; -+ -+ if ( ! extrudeByPath ) { -+ -+ v( vert.x, vert.y, depth / steps * s ); -+ - } else { -+ - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - -- normal.copy(splineTube.normals[s]).multiplyScalar(vert.x); -- binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y); -- position2.copy(extrudePts[s]).add(normal).add(binormal); -- v(position2.x, position2.y, position2.z); -+ normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); -+ binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); -+ -+ position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); -+ -+ v( position2.x, position2.y, position2.z ); -+ - } -+ - } -+ - } - -+ - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { -- for (let b = bevelSegments - 1; b >= 0; b--) { -+ for ( let b = bevelSegments - 1; b >= 0; b -- ) { -+ - const t = b / bevelSegments; -- const z = bevelThickness * Math.cos(t * Math.PI / 2); -- const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; -+ const z = bevelThickness * Math.cos( t * Math.PI / 2 ); -+ const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - -- for (let i = 0, il = contour.length; i < il; i++) { -- const vert = scalePt2(contour[i], contourMovements[i], bs); -- v(vert.x, vert.y, depth + z); -+ for ( let i = 0, il = contour.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); -+ v( vert.x, vert.y, depth + z ); -+ - } - - // expand holes - -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- oneHoleMovements = holesMovements[h]; -- for (let i = 0, il = ahole.length; i < il; i++) { -- const vert = scalePt2(ahole[i], oneHoleMovements[i], bs); -- if (!extrudeByPath) { -- v(vert.x, vert.y, depth + z); -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ oneHoleMovements = holesMovements[ h ]; -+ -+ for ( let i = 0, il = ahole.length; i < il; i ++ ) { -+ -+ const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); -+ -+ if ( ! extrudeByPath ) { -+ -+ v( vert.x, vert.y, depth + z ); -+ - } else { -- v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z); -+ -+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); -+ - } -+ - } -+ - } -+ - } - - /* Faces */ -@@ -23207,226 +36362,391 @@ - - buildSideFaces(); - -- ///// Internal functions -+ -+ ///// Internal functions - - function buildLidFaces() { -+ - const start = verticesArray.length / 3; -- if (bevelEnabled) { -+ -+ if ( bevelEnabled ) { -+ - let layer = 0; // steps + 1 - let offset = vlen * layer; - - // Bottom faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[2] + offset, face[1] + offset, face[0] + offset); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); -+ - } -+ - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[0] + offset, face[1] + offset, face[2] + offset); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); -+ - } -+ - } else { -+ - // Bottom faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[2], face[1], face[0]); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 2 ], face[ 1 ], face[ 0 ] ); -+ - } - - // Top faces - -- for (let i = 0; i < flen; i++) { -- const face = faces[i]; -- f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps); -+ for ( let i = 0; i < flen; i ++ ) { -+ -+ const face = faces[ i ]; -+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); -+ - } -+ - } -- scope.addGroup(start, verticesArray.length / 3 - start, 0); -+ -+ scope.addGroup( start, verticesArray.length / 3 - start, 0 ); -+ - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { -+ - const start = verticesArray.length / 3; - let layeroffset = 0; -- sidewalls(contour, layeroffset); -+ sidewalls( contour, layeroffset ); - layeroffset += contour.length; -- for (let h = 0, hl = holes.length; h < hl; h++) { -- const ahole = holes[h]; -- sidewalls(ahole, layeroffset); -+ -+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) { -+ -+ const ahole = holes[ h ]; -+ sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; -+ - } -- scope.addGroup(start, verticesArray.length / 3 - start, 1); -+ -+ -+ scope.addGroup( start, verticesArray.length / 3 - start, 1 ); -+ -+ - } -- function sidewalls(contour, layeroffset) { -+ -+ function sidewalls( contour, layeroffset ) { -+ - let i = contour.length; -- while (--i >= 0) { -+ -+ while ( -- i >= 0 ) { -+ - const j = i; - let k = i - 1; -- if (k < 0) k = contour.length - 1; -+ if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - -- for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) { -+ for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { -+ - const slen1 = vlen * s; -- const slen2 = vlen * (s + 1); -+ const slen2 = vlen * ( s + 1 ); -+ - const a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; -- f4(a, b, c, d); -+ -+ f4( a, b, c, d ); -+ - } -+ - } -+ - } -- function v(x, y, z) { -- placeholder.push(x); -- placeholder.push(y); -- placeholder.push(z); -+ -+ function v( x, y, z ) { -+ -+ placeholder.push( x ); -+ placeholder.push( y ); -+ placeholder.push( z ); -+ - } -- function f3(a, b, c) { -- addVertex(a); -- addVertex(b); -- addVertex(c); -+ -+ -+ function f3( a, b, c ) { -+ -+ addVertex( a ); -+ addVertex( b ); -+ addVertex( c ); -+ - const nextIndex = verticesArray.length / 3; -- const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1); -- addUV(uvs[0]); -- addUV(uvs[1]); -- addUV(uvs[2]); -- } -- function f4(a, b, c, d) { -- addVertex(a); -- addVertex(b); -- addVertex(d); -- addVertex(b); -- addVertex(c); -- addVertex(d); -+ const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); -+ -+ addUV( uvs[ 0 ] ); -+ addUV( uvs[ 1 ] ); -+ addUV( uvs[ 2 ] ); -+ -+ } -+ -+ function f4( a, b, c, d ) { -+ -+ addVertex( a ); -+ addVertex( b ); -+ addVertex( d ); -+ -+ addVertex( b ); -+ addVertex( c ); -+ addVertex( d ); -+ -+ - const nextIndex = verticesArray.length / 3; -- const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1); -- addUV(uvs[0]); -- addUV(uvs[1]); -- addUV(uvs[3]); -- addUV(uvs[1]); -- addUV(uvs[2]); -- addUV(uvs[3]); -+ const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); -+ -+ addUV( uvs[ 0 ] ); -+ addUV( uvs[ 1 ] ); -+ addUV( uvs[ 3 ] ); -+ -+ addUV( uvs[ 1 ] ); -+ addUV( uvs[ 2 ] ); -+ addUV( uvs[ 3 ] ); -+ - } -- function addVertex(index) { -- verticesArray.push(placeholder[index * 3 + 0]); -- verticesArray.push(placeholder[index * 3 + 1]); -- verticesArray.push(placeholder[index * 3 + 2]); -+ -+ function addVertex( index ) { -+ -+ verticesArray.push( placeholder[ index * 3 + 0 ] ); -+ verticesArray.push( placeholder[ index * 3 + 1 ] ); -+ verticesArray.push( placeholder[ index * 3 + 2 ] ); -+ - } -- function addUV(vector2) { -- uvArray.push(vector2.x); -- uvArray.push(vector2.y); -+ -+ -+ function addUV( vector2 ) { -+ -+ uvArray.push( vector2.x ); -+ uvArray.push( vector2.y ); -+ - } -+ - } -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - const shapes = this.parameters.shapes; - const options = this.parameters.options; -- return toJSON$1(shapes, options, data); -+ -+ return toJSON$1( shapes, options, data ); -+ - } -- static fromJSON(data, shapes) { -+ -+ static fromJSON( data, shapes ) { -+ - const geometryShapes = []; -- for (let j = 0, jl = data.shapes.length; j < jl; j++) { -- const shape = shapes[data.shapes[j]]; -- geometryShapes.push(shape); -+ -+ for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { -+ -+ const shape = shapes[ data.shapes[ j ] ]; -+ -+ geometryShapes.push( shape ); -+ - } -+ - const extrudePath = data.options.extrudePath; -- if (extrudePath !== undefined) { -- data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath); -+ -+ if ( extrudePath !== undefined ) { -+ -+ data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); -+ - } -- return new ExtrudeGeometry(geometryShapes, data.options); -+ -+ return new ExtrudeGeometry( geometryShapes, data.options ); -+ - } -+ - } -+ - const WorldUVGenerator = { -- generateTopUV: function (geometry, vertices, indexA, indexB, indexC) { -- const a_x = vertices[indexA * 3]; -- const a_y = vertices[indexA * 3 + 1]; -- const b_x = vertices[indexB * 3]; -- const b_y = vertices[indexB * 3 + 1]; -- const c_x = vertices[indexC * 3]; -- const c_y = vertices[indexC * 3 + 1]; -- return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)]; -+ -+ generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { -+ -+ const a_x = vertices[ indexA * 3 ]; -+ const a_y = vertices[ indexA * 3 + 1 ]; -+ const b_x = vertices[ indexB * 3 ]; -+ const b_y = vertices[ indexB * 3 + 1 ]; -+ const c_x = vertices[ indexC * 3 ]; -+ const c_y = vertices[ indexC * 3 + 1 ]; -+ -+ return [ -+ new Vector2( a_x, a_y ), -+ new Vector2( b_x, b_y ), -+ new Vector2( c_x, c_y ) -+ ]; -+ - }, -- generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) { -- const a_x = vertices[indexA * 3]; -- const a_y = vertices[indexA * 3 + 1]; -- const a_z = vertices[indexA * 3 + 2]; -- const b_x = vertices[indexB * 3]; -- const b_y = vertices[indexB * 3 + 1]; -- const b_z = vertices[indexB * 3 + 2]; -- const c_x = vertices[indexC * 3]; -- const c_y = vertices[indexC * 3 + 1]; -- const c_z = vertices[indexC * 3 + 2]; -- const d_x = vertices[indexD * 3]; -- const d_y = vertices[indexD * 3 + 1]; -- const d_z = vertices[indexD * 3 + 2]; -- if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) { -- return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)]; -+ -+ generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { -+ -+ const a_x = vertices[ indexA * 3 ]; -+ const a_y = vertices[ indexA * 3 + 1 ]; -+ const a_z = vertices[ indexA * 3 + 2 ]; -+ const b_x = vertices[ indexB * 3 ]; -+ const b_y = vertices[ indexB * 3 + 1 ]; -+ const b_z = vertices[ indexB * 3 + 2 ]; -+ const c_x = vertices[ indexC * 3 ]; -+ const c_y = vertices[ indexC * 3 + 1 ]; -+ const c_z = vertices[ indexC * 3 + 2 ]; -+ const d_x = vertices[ indexD * 3 ]; -+ const d_y = vertices[ indexD * 3 + 1 ]; -+ const d_z = vertices[ indexD * 3 + 2 ]; -+ -+ if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { -+ -+ return [ -+ new Vector2( a_x, 1 - a_z ), -+ new Vector2( b_x, 1 - b_z ), -+ new Vector2( c_x, 1 - c_z ), -+ new Vector2( d_x, 1 - d_z ) -+ ]; -+ - } else { -- return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)]; -+ -+ return [ -+ new Vector2( a_y, 1 - a_z ), -+ new Vector2( b_y, 1 - b_z ), -+ new Vector2( c_y, 1 - c_z ), -+ new Vector2( d_y, 1 - d_z ) -+ ]; -+ - } -+ - } -+ - }; -- function toJSON$1(shapes, options, data) { -+ -+ function toJSON$1( shapes, options, data ) { -+ - data.shapes = []; -- if (Array.isArray(shapes)) { -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- data.shapes.push(shape.uuid); -+ -+ if ( Array.isArray( shapes ) ) { -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ -+ data.shapes.push( shape.uuid ); -+ - } -+ - } else { -- data.shapes.push(shapes.uuid); -+ -+ data.shapes.push( shapes.uuid ); -+ - } -- data.options = Object.assign({}, options); -- if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON(); -+ -+ data.options = Object.assign( {}, options ); -+ -+ if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); -+ - return data; -+ - } - - class IcosahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const t = (1 + Math.sqrt(5)) / 2; -- const vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1]; -- const indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1]; -- super(vertices, indices, radius, detail); -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const t = ( 1 + Math.sqrt( 5 ) ) / 2; -+ -+ const vertices = [ -+ - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, -+ 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, -+ t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 -+ ]; -+ -+ const indices = [ -+ 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, -+ 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, -+ 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, -+ 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'IcosahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new IcosahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new IcosahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - - class OctahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1]; -- const indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2]; -- super(vertices, indices, radius, detail); -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const vertices = [ -+ 1, 0, 0, - 1, 0, 0, 0, 1, 0, -+ 0, - 1, 0, 0, 0, 1, 0, 0, - 1 -+ ]; -+ -+ const indices = [ -+ 0, 2, 4, 0, 4, 3, 0, 3, 5, -+ 0, 5, 2, 1, 2, 5, 1, 5, 3, -+ 1, 3, 4, 1, 4, 2 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'OctahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new OctahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new OctahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - - class RingGeometry extends BufferGeometry { -- constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) { -+ -+ constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'RingGeometry'; -+ - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, -@@ -23435,8 +36755,9 @@ - thetaStart: thetaStart, - thetaLength: thetaLength - }; -- thetaSegments = Math.max(3, thetaSegments); -- phiSegments = Math.max(1, phiSegments); -+ -+ thetaSegments = Math.max( 3, thetaSegments ); -+ phiSegments = Math.max( 1, phiSegments ); - - // buffers - -@@ -23448,46 +36769,56 @@ - // some helper variables - - let radius = innerRadius; -- const radiusStep = (outerRadius - innerRadius) / phiSegments; -+ const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - const vertex = new Vector3(); - const uv = new Vector2(); - - // generate vertices, normals and uvs - -- for (let j = 0; j <= phiSegments; j++) { -- for (let i = 0; i <= thetaSegments; i++) { -+ for ( let j = 0; j <= phiSegments; j ++ ) { -+ -+ for ( let i = 0; i <= thetaSegments; i ++ ) { -+ - // values are generate from the inside of the ring to the outside - - const segment = thetaStart + i / thetaSegments * thetaLength; - - // vertex - -- vertex.x = radius * Math.cos(segment); -- vertex.y = radius * Math.sin(segment); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = radius * Math.cos( segment ); -+ vertex.y = radius * Math.sin( segment ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normals.push(0, 0, 1); -+ normals.push( 0, 0, 1 ); - - // uv - -- uv.x = (vertex.x / outerRadius + 1) / 2; -- uv.y = (vertex.y / outerRadius + 1) / 2; -- uvs.push(uv.x, uv.y); -+ uv.x = ( vertex.x / outerRadius + 1 ) / 2; -+ uv.y = ( vertex.y / outerRadius + 1 ) / 2; -+ -+ uvs.push( uv.x, uv.y ); -+ - } - - // increase the radius for next row of vertices - - radius += radiusStep; -+ - } - - // indices - -- for (let j = 0; j < phiSegments; j++) { -- const thetaSegmentLevel = j * (thetaSegments + 1); -- for (let i = 0; i < thetaSegments; i++) { -+ for ( let j = 0; j < phiSegments; j ++ ) { -+ -+ const thetaSegmentLevel = j * ( thetaSegments + 1 ); -+ -+ for ( let i = 0; i < thetaSegments; i ++ ) { -+ - const segment = i + thetaSegmentLevel; -+ - const a = segment; - const b = segment + thetaSegments + 1; - const c = segment + thetaSegments + 2; -@@ -23495,27 +36826,38 @@ - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class ShapeGeometry extends BufferGeometry { -- constructor(shapes = new Shape([new Vector2(0, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), curveSegments = 12) { -+ -+ constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) { -+ - super(); -+ - this.type = 'ShapeGeometry'; -+ - this.parameters = { - shapes: shapes, - curveSegments: curveSegments -@@ -23535,105 +36877,165 @@ - - // allow single and array values for "shapes" parameter - -- if (Array.isArray(shapes) === false) { -- addShape(shapes); -+ if ( Array.isArray( shapes ) === false ) { -+ -+ addShape( shapes ); -+ - } else { -- for (let i = 0; i < shapes.length; i++) { -- addShape(shapes[i]); -- this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support -+ -+ for ( let i = 0; i < shapes.length; i ++ ) { -+ -+ addShape( shapes[ i ] ); -+ -+ this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - - groupStart += groupCount; - groupCount = 0; -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - - // helper functions - -- function addShape(shape) { -+ function addShape( shape ) { -+ - const indexOffset = vertices.length / 3; -- const points = shape.extractPoints(curveSegments); -+ const points = shape.extractPoints( curveSegments ); -+ - let shapeVertices = points.shape; - const shapeHoles = points.holes; - - // check direction of vertices - -- if (ShapeUtils.isClockWise(shapeVertices) === false) { -+ if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { -+ - shapeVertices = shapeVertices.reverse(); -+ - } -- for (let i = 0, l = shapeHoles.length; i < l; i++) { -- const shapeHole = shapeHoles[i]; -- if (ShapeUtils.isClockWise(shapeHole) === true) { -- shapeHoles[i] = shapeHole.reverse(); -+ -+ for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { -+ -+ const shapeHole = shapeHoles[ i ]; -+ -+ if ( ShapeUtils.isClockWise( shapeHole ) === true ) { -+ -+ shapeHoles[ i ] = shapeHole.reverse(); -+ - } -+ - } -- const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); -+ -+ const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - - // join vertices of inner and outer paths to a single array - -- for (let i = 0, l = shapeHoles.length; i < l; i++) { -- const shapeHole = shapeHoles[i]; -- shapeVertices = shapeVertices.concat(shapeHole); -+ for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { -+ -+ const shapeHole = shapeHoles[ i ]; -+ shapeVertices = shapeVertices.concat( shapeHole ); -+ - } - - // vertices, normals, uvs - -- for (let i = 0, l = shapeVertices.length; i < l; i++) { -- const vertex = shapeVertices[i]; -- vertices.push(vertex.x, vertex.y, 0); -- normals.push(0, 0, 1); -- uvs.push(vertex.x, vertex.y); // world uvs -- } -+ for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { -+ -+ const vertex = shapeVertices[ i ]; -+ -+ vertices.push( vertex.x, vertex.y, 0 ); -+ normals.push( 0, 0, 1 ); -+ uvs.push( vertex.x, vertex.y ); // world uvs -+ -+ } -+ -+ // indices -+ -+ for ( let i = 0, l = faces.length; i < l; i ++ ) { -+ -+ const face = faces[ i ]; - -- // indices -+ const a = face[ 0 ] + indexOffset; -+ const b = face[ 1 ] + indexOffset; -+ const c = face[ 2 ] + indexOffset; - -- for (let i = 0, l = faces.length; i < l; i++) { -- const face = faces[i]; -- const a = face[0] + indexOffset; -- const b = face[1] + indexOffset; -- const c = face[2] + indexOffset; -- indices.push(a, b, c); -+ indices.push( a, b, c ); - groupCount += 3; -+ - } -+ - } -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - const shapes = this.parameters.shapes; -- return toJSON(shapes, data); -+ -+ return toJSON( shapes, data ); -+ - } -- static fromJSON(data, shapes) { -+ -+ static fromJSON( data, shapes ) { -+ - const geometryShapes = []; -- for (let j = 0, jl = data.shapes.length; j < jl; j++) { -- const shape = shapes[data.shapes[j]]; -- geometryShapes.push(shape); -+ -+ for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { -+ -+ const shape = shapes[ data.shapes[ j ] ]; -+ -+ geometryShapes.push( shape ); -+ - } -- return new ShapeGeometry(geometryShapes, data.curveSegments); -+ -+ return new ShapeGeometry( geometryShapes, data.curveSegments ); -+ - } -+ - } -- function toJSON(shapes, data) { -+ -+ function toJSON( shapes, data ) { -+ - data.shapes = []; -- if (Array.isArray(shapes)) { -- for (let i = 0, l = shapes.length; i < l; i++) { -- const shape = shapes[i]; -- data.shapes.push(shape.uuid); -+ -+ if ( Array.isArray( shapes ) ) { -+ -+ for ( let i = 0, l = shapes.length; i < l; i ++ ) { -+ -+ const shape = shapes[ i ]; -+ -+ data.shapes.push( shape.uuid ); -+ - } -+ - } else { -- data.shapes.push(shapes.uuid); -+ -+ data.shapes.push( shapes.uuid ); -+ - } -+ - return data; -+ - } - - class SphereGeometry extends BufferGeometry { -- constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) { -+ -+ constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { -+ - super(); -+ - this.type = 'SphereGeometry'; -+ - this.parameters = { - radius: radius, - widthSegments: widthSegments, -@@ -23643,11 +37045,15 @@ - thetaStart: thetaStart, - thetaLength: thetaLength - }; -- widthSegments = Math.max(3, Math.floor(widthSegments)); -- heightSegments = Math.max(2, Math.floor(heightSegments)); -- const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI); -+ -+ widthSegments = Math.max( 3, Math.floor( widthSegments ) ); -+ heightSegments = Math.max( 2, Math.floor( heightSegments ) ); -+ -+ const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); -+ - let index = 0; - const grid = []; -+ - const vertex = new Vector3(); - const normal = new Vector3(); - -@@ -23660,86 +37066,129 @@ - - // generate vertices, normals and uvs - -- for (let iy = 0; iy <= heightSegments; iy++) { -+ for ( let iy = 0; iy <= heightSegments; iy ++ ) { -+ - const verticesRow = []; -+ - const v = iy / heightSegments; - - // special case for the poles - - let uOffset = 0; -- if (iy == 0 && thetaStart == 0) { -+ -+ if ( iy == 0 && thetaStart == 0 ) { -+ - uOffset = 0.5 / widthSegments; -- } else if (iy == heightSegments && thetaEnd == Math.PI) { -- uOffset = -0.5 / widthSegments; -+ -+ } else if ( iy == heightSegments && thetaEnd == Math.PI ) { -+ -+ uOffset = - 0.5 / widthSegments; -+ - } -- for (let ix = 0; ix <= widthSegments; ix++) { -+ -+ for ( let ix = 0; ix <= widthSegments; ix ++ ) { -+ - const u = ix / widthSegments; - - // vertex - -- vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); -- vertex.y = radius * Math.cos(thetaStart + v * thetaLength); -- vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); -+ vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); -+ vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- normal.copy(vertex).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ normal.copy( vertex ).normalize(); -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(u + uOffset, 1 - v); -- verticesRow.push(index++); -+ uvs.push( u + uOffset, 1 - v ); -+ -+ verticesRow.push( index ++ ); -+ - } -- grid.push(verticesRow); -+ -+ grid.push( verticesRow ); -+ - } - - // indices - -- for (let iy = 0; iy < heightSegments; iy++) { -- for (let ix = 0; ix < widthSegments; ix++) { -- const a = grid[iy][ix + 1]; -- const b = grid[iy][ix]; -- const c = grid[iy + 1][ix]; -- const d = grid[iy + 1][ix + 1]; -- if (iy !== 0 || thetaStart > 0) indices.push(a, b, d); -- if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d); -+ for ( let iy = 0; iy < heightSegments; iy ++ ) { -+ -+ for ( let ix = 0; ix < widthSegments; ix ++ ) { -+ -+ const a = grid[ iy ][ ix + 1 ]; -+ const b = grid[ iy ][ ix ]; -+ const c = grid[ iy + 1 ][ ix ]; -+ const d = grid[ iy + 1 ][ ix + 1 ]; -+ -+ if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); -+ if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength); -+ -+ static fromJSON( data ) { -+ -+ return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); -+ - } -+ - } - - class TetrahedronGeometry extends PolyhedronGeometry { -- constructor(radius = 1, detail = 0) { -- const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1]; -- const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1]; -- super(vertices, indices, radius, detail); -+ -+ constructor( radius = 1, detail = 0 ) { -+ -+ const vertices = [ -+ 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 -+ ]; -+ -+ const indices = [ -+ 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 -+ ]; -+ -+ super( vertices, indices, radius, detail ); -+ - this.type = 'TetrahedronGeometry'; -+ - this.parameters = { - radius: radius, - detail: detail - }; -+ - } -- static fromJSON(data) { -- return new TetrahedronGeometry(data.radius, data.detail); -+ -+ static fromJSON( data ) { -+ -+ return new TetrahedronGeometry( data.radius, data.detail ); -+ - } -+ - } - - class TorusGeometry extends BufferGeometry { -- constructor(radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2) { -+ -+ constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) { -+ - super(); -+ - this.type = 'TorusGeometry'; -+ - this.parameters = { - radius: radius, - tube: tube, -@@ -23747,8 +37196,9 @@ - tubularSegments: tubularSegments, - arc: arc - }; -- radialSegments = Math.floor(radialSegments); -- tubularSegments = Math.floor(tubularSegments); -+ -+ radialSegments = Math.floor( radialSegments ); -+ tubularSegments = Math.floor( tubularSegments ); - - // buffers - -@@ -23765,66 +37215,85 @@ - - // generate vertices, normals and uvs - -- for (let j = 0; j <= radialSegments; j++) { -- for (let i = 0; i <= tubularSegments; i++) { -+ for ( let j = 0; j <= radialSegments; j ++ ) { -+ -+ for ( let i = 0; i <= tubularSegments; i ++ ) { -+ - const u = i / tubularSegments * arc; - const v = j / radialSegments * Math.PI * 2; - - // vertex - -- vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u); -- vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u); -- vertex.z = tube * Math.sin(v); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); -+ vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); -+ vertex.z = tube * Math.sin( v ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - -- center.x = radius * Math.cos(u); -- center.y = radius * Math.sin(u); -- normal.subVectors(vertex, center).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ center.x = radius * Math.cos( u ); -+ center.y = radius * Math.sin( u ); -+ normal.subVectors( vertex, center ).normalize(); -+ -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(i / tubularSegments); -- uvs.push(j / radialSegments); -+ uvs.push( i / tubularSegments ); -+ uvs.push( j / radialSegments ); -+ - } -+ - } - - // generate indices - -- for (let j = 1; j <= radialSegments; j++) { -- for (let i = 1; i <= tubularSegments; i++) { -+ for ( let j = 1; j <= radialSegments; j ++ ) { -+ -+ for ( let i = 1; i <= tubularSegments; i ++ ) { -+ - // indices - -- const a = (tubularSegments + 1) * j + i - 1; -- const b = (tubularSegments + 1) * (j - 1) + i - 1; -- const c = (tubularSegments + 1) * (j - 1) + i; -- const d = (tubularSegments + 1) * j + i; -+ const a = ( tubularSegments + 1 ) * j + i - 1; -+ const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; -+ const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; -+ const d = ( tubularSegments + 1 ) * j + i; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); -+ - } -- static fromJSON(data) { -- return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc); -+ -+ static fromJSON( data ) { -+ -+ return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc ); -+ - } -+ - } - - class TorusKnotGeometry extends BufferGeometry { -- constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) { -+ -+ constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { -+ - super(); -+ - this.type = 'TorusKnotGeometry'; -+ - this.parameters = { - radius: radius, - tube: tube, -@@ -23833,8 +37302,9 @@ - p: p, - q: q - }; -- tubularSegments = Math.floor(tubularSegments); -- radialSegments = Math.floor(radialSegments); -+ -+ tubularSegments = Math.floor( tubularSegments ); -+ radialSegments = Math.floor( radialSegments ); - - // buffers - -@@ -23847,15 +37317,18 @@ - - const vertex = new Vector3(); - const normal = new Vector3(); -+ - const P1 = new Vector3(); - const P2 = new Vector3(); -+ - const B = new Vector3(); - const T = new Vector3(); - const N = new Vector3(); - - // generate vertices, normals and uvs - -- for (let i = 0; i <= tubularSegments; ++i) { -+ for ( let i = 0; i <= tubularSegments; ++ i ) { -+ - // the radian "u" is used to calculate the position on the torus curve of the current tubular segment - - const u = i / tubularSegments * p * Math.PI * 2; -@@ -23863,94 +37336,116 @@ - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - -- calculatePositionOnCurve(u, p, q, radius, P1); -- calculatePositionOnCurve(u + 0.01, p, q, radius, P2); -+ calculatePositionOnCurve( u, p, q, radius, P1 ); -+ calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - -- T.subVectors(P2, P1); -- N.addVectors(P2, P1); -- B.crossVectors(T, N); -- N.crossVectors(B, T); -+ T.subVectors( P2, P1 ); -+ N.addVectors( P2, P1 ); -+ B.crossVectors( T, N ); -+ N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); -- for (let j = 0; j <= radialSegments; ++j) { -+ -+ for ( let j = 0; j <= radialSegments; ++ j ) { -+ - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - - const v = j / radialSegments * Math.PI * 2; -- const cx = -tube * Math.cos(v); -- const cy = tube * Math.sin(v); -+ const cx = - tube * Math.cos( v ); -+ const cy = tube * Math.sin( v ); - - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve - -- vertex.x = P1.x + (cx * N.x + cy * B.x); -- vertex.y = P1.y + (cx * N.y + cy * B.y); -- vertex.z = P1.z + (cx * N.z + cy * B.z); -- vertices.push(vertex.x, vertex.y, vertex.z); -+ vertex.x = P1.x + ( cx * N.x + cy * B.x ); -+ vertex.y = P1.y + ( cx * N.y + cy * B.y ); -+ vertex.z = P1.z + ( cx * N.z + cy * B.z ); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - -- normal.subVectors(vertex, P1).normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ normal.subVectors( vertex, P1 ).normalize(); -+ -+ normals.push( normal.x, normal.y, normal.z ); - - // uv - -- uvs.push(i / tubularSegments); -- uvs.push(j / radialSegments); -+ uvs.push( i / tubularSegments ); -+ uvs.push( j / radialSegments ); -+ - } -+ - } - - // generate indices - -- for (let j = 1; j <= tubularSegments; j++) { -- for (let i = 1; i <= radialSegments; i++) { -+ for ( let j = 1; j <= tubularSegments; j ++ ) { -+ -+ for ( let i = 1; i <= radialSegments; i ++ ) { -+ - // indices - -- const a = (radialSegments + 1) * (j - 1) + (i - 1); -- const b = (radialSegments + 1) * j + (i - 1); -- const c = (radialSegments + 1) * j + i; -- const d = (radialSegments + 1) * (j - 1) + i; -+ const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); -+ const b = ( radialSegments + 1 ) * j + ( i - 1 ); -+ const c = ( radialSegments + 1 ) * j + i; -+ const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } - - // build geometry - -- this.setIndex(indices); -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); -- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // this function calculates the current position on the torus curve - -- function calculatePositionOnCurve(u, p, q, radius, position) { -- const cu = Math.cos(u); -- const su = Math.sin(u); -+ function calculatePositionOnCurve( u, p, q, radius, position ) { -+ -+ const cu = Math.cos( u ); -+ const su = Math.sin( u ); - const quOverP = q / p * u; -- const cs = Math.cos(quOverP); -- position.x = radius * (2 + cs) * 0.5 * cu; -- position.y = radius * (2 + cs) * su * 0.5; -- position.z = radius * Math.sin(quOverP) * 0.5; -+ const cs = Math.cos( quOverP ); -+ -+ position.x = radius * ( 2 + cs ) * 0.5 * cu; -+ position.y = radius * ( 2 + cs ) * su * 0.5; -+ position.z = radius * Math.sin( quOverP ) * 0.5; -+ - } -+ - } -- static fromJSON(data) { -- return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q); -+ -+ static fromJSON( data ) { -+ -+ return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); -+ - } -+ - } - - class TubeGeometry extends BufferGeometry { -- constructor(path = new QuadraticBezierCurve3(new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) { -+ -+ constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) { -+ - super(); -+ - this.type = 'TubeGeometry'; -+ - this.parameters = { - path: path, - tubularSegments: tubularSegments, -@@ -23958,7 +37453,8 @@ - radialSegments: radialSegments, - closed: closed - }; -- const frames = path.computeFrenetFrames(tubularSegments, closed); -+ -+ const frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - -@@ -23986,16 +37482,19 @@ - - // 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)); -+ this.setIndex( indices ); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); -+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { -- for (let i = 0; i < tubularSegments; i++) { -- generateSegment(i); -+ -+ for ( let i = 0; i < tubularSegments; i ++ ) { -+ -+ generateSegment( i ); -+ - } - - // if the geometry is not closed, generate the last row of vertices and normals -@@ -24003,7 +37502,7 @@ - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - -- generateSegment(closed === false ? tubularSegments : 0); -+ generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries -@@ -24013,85 +37512,131 @@ - // finally create faces - - generateIndices(); -+ - } -- function generateSegment(i) { -+ -+ function generateSegment( i ) { -+ - // we use getPointAt to sample evenly distributed points from the given path - -- P = path.getPointAt(i / tubularSegments, P); -+ P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - -- const N = frames.normals[i]; -- const B = frames.binormals[i]; -+ const N = frames.normals[ i ]; -+ const B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - -- for (let j = 0; j <= radialSegments; j++) { -+ for ( let j = 0; j <= radialSegments; j ++ ) { -+ - const v = j / radialSegments * Math.PI * 2; -- const sin = Math.sin(v); -- const cos = -Math.cos(v); -+ -+ const sin = Math.sin( v ); -+ const cos = - Math.cos( v ); - - // normal - -- normal.x = cos * N.x + sin * B.x; -- normal.y = cos * N.y + sin * B.y; -- normal.z = cos * N.z + sin * B.z; -+ normal.x = ( cos * N.x + sin * B.x ); -+ normal.y = ( cos * N.y + sin * B.y ); -+ normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); -- normals.push(normal.x, normal.y, normal.z); -+ -+ normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; -- vertices.push(vertex.x, vertex.y, vertex.z); -+ -+ vertices.push( vertex.x, vertex.y, vertex.z ); -+ - } -+ - } -+ - function generateIndices() { -- for (let j = 1; j <= tubularSegments; j++) { -- for (let i = 1; i <= radialSegments; i++) { -- const a = (radialSegments + 1) * (j - 1) + (i - 1); -- const b = (radialSegments + 1) * j + (i - 1); -- const c = (radialSegments + 1) * j + i; -- const d = (radialSegments + 1) * (j - 1) + i; -+ -+ for ( let j = 1; j <= tubularSegments; j ++ ) { -+ -+ for ( let i = 1; i <= radialSegments; i ++ ) { -+ -+ const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); -+ const b = ( radialSegments + 1 ) * j + ( i - 1 ); -+ const c = ( radialSegments + 1 ) * j + i; -+ const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - -- indices.push(a, b, d); -- indices.push(b, c, d); -+ indices.push( a, b, d ); -+ indices.push( b, c, d ); -+ - } -+ - } -+ - } -+ - function generateUVs() { -- for (let i = 0; i <= tubularSegments; i++) { -- for (let j = 0; j <= radialSegments; j++) { -+ -+ for ( let i = 0; i <= tubularSegments; i ++ ) { -+ -+ for ( let j = 0; j <= radialSegments; j ++ ) { -+ - uv.x = i / tubularSegments; - uv.y = j / radialSegments; -- uvs.push(uv.x, uv.y); -+ -+ uvs.push( uv.x, uv.y ); -+ - } -+ - } -+ - } -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.path = this.parameters.path.toJSON(); -+ - return data; -+ - } -- static fromJSON(data) { -+ -+ static fromJSON( data ) { -+ - // This only works for built-in curves (e.g. CatmullRomCurve3). - // User defined curves or instances of CurvePath will not be deserialized. -- return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed); -+ return new TubeGeometry( -+ new Curves[ data.path.type ]().fromJSON( data.path ), -+ data.tubularSegments, -+ data.radius, -+ data.radialSegments, -+ data.closed -+ ); -+ - } -+ - } - - class WireframeGeometry extends BufferGeometry { -- constructor(geometry = null) { -+ -+ constructor( geometry = null ) { -+ - super(); -+ - this.type = 'WireframeGeometry'; -+ - this.parameters = { - geometry: geometry - }; -- if (geometry !== null) { -+ -+ if ( geometry !== null ) { -+ - // buffer - - const vertices = []; -@@ -24101,77 +37646,112 @@ - - const start = new Vector3(); - const end = new Vector3(); -- if (geometry.index !== null) { -+ -+ if ( geometry.index !== null ) { -+ - // indexed BufferGeometry - - const position = geometry.attributes.position; - const indices = geometry.index; - let groups = geometry.groups; -- if (groups.length === 0) { -- groups = [{ -- start: 0, -- count: indices.count, -- materialIndex: 0 -- }]; -+ -+ if ( groups.length === 0 ) { -+ -+ groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; -+ - } - - // create a data structure that contains all edges without duplicates - -- for (let o = 0, ol = groups.length; o < ol; ++o) { -- const group = groups[o]; -+ for ( let o = 0, ol = groups.length; o < ol; ++ o ) { -+ -+ const group = groups[ o ]; -+ - const groupStart = group.start; - const groupCount = group.count; -- for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) { -- for (let j = 0; j < 3; j++) { -- const index1 = indices.getX(i + j); -- const index2 = indices.getX(i + (j + 1) % 3); -- start.fromBufferAttribute(position, index1); -- end.fromBufferAttribute(position, index2); -- if (isUniqueEdge(start, end, edges) === true) { -- vertices.push(start.x, start.y, start.z); -- vertices.push(end.x, end.y, end.z); -+ -+ for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { -+ -+ for ( let j = 0; j < 3; j ++ ) { -+ -+ const index1 = indices.getX( i + j ); -+ const index2 = indices.getX( i + ( j + 1 ) % 3 ); -+ -+ start.fromBufferAttribute( position, index1 ); -+ end.fromBufferAttribute( position, index2 ); -+ -+ if ( isUniqueEdge( start, end, edges ) === true ) { -+ -+ vertices.push( start.x, start.y, start.z ); -+ vertices.push( end.x, end.y, end.z ); -+ - } -+ - } -+ - } -+ - } -+ - } else { -+ - // non-indexed BufferGeometry - - const position = geometry.attributes.position; -- for (let i = 0, l = position.count / 3; i < l; i++) { -- for (let j = 0; j < 3; j++) { -+ -+ for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { -+ -+ for ( let j = 0; j < 3; j ++ ) { -+ - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - - const index1 = 3 * i + j; -- const index2 = 3 * i + (j + 1) % 3; -- start.fromBufferAttribute(position, index1); -- end.fromBufferAttribute(position, index2); -- if (isUniqueEdge(start, end, edges) === true) { -- vertices.push(start.x, start.y, start.z); -- vertices.push(end.x, end.y, end.z); -+ const index2 = 3 * i + ( ( j + 1 ) % 3 ); -+ -+ start.fromBufferAttribute( position, index1 ); -+ end.fromBufferAttribute( position, index2 ); -+ -+ if ( isUniqueEdge( start, end, edges ) === true ) { -+ -+ vertices.push( start.x, start.y, start.z ); -+ vertices.push( end.x, end.y, end.z ); -+ - } -+ - } -+ - } -+ - } - - // build geometry - -- this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ - } -+ - } -+ - } -- function isUniqueEdge(start, end, edges) { -+ -+ function isUniqueEdge( start, end, edges ) { -+ - const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`; - const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge - -- if (edges.has(hash1) === true || edges.has(hash2) === true) { -+ if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) { -+ - return false; -+ - } else { -- edges.add(hash1); -- edges.add(hash2); -+ -+ edges.add( hash1 ); -+ edges.add( hash2 ); - return true; -+ - } -+ - } - - var Geometries = /*#__PURE__*/Object.freeze({ -@@ -24200,757 +37780,1191 @@ - }); - - class ShadowMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isShadowMaterial = true; -+ - this.type = 'ShadowMaterial'; -- this.color = new Color(0x000000); -+ -+ this.color = new Color( 0x000000 ); - this.transparent = true; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class RawShaderMaterial extends ShaderMaterial { -- constructor(parameters) { -- super(parameters); -+ -+ constructor( parameters ) { -+ -+ super( parameters ); -+ - this.isRawShaderMaterial = true; -+ - this.type = 'RawShaderMaterial'; -+ - } -+ - } - - class MeshStandardMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshStandardMaterial = true; -- this.defines = { -- 'STANDARD': '' -- }; -+ -+ this.defines = { 'STANDARD': '' }; -+ - this.type = 'MeshStandardMaterial'; -- this.color = new Color(0xffffff); // diffuse -+ -+ this.color = new Color( 0xffffff ); // diffuse - this.roughness = 1.0; - this.metalness = 0.0; -+ - this.map = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.roughnessMap = null; -+ - this.metalnessMap = null; -+ - this.alphaMap = null; -+ - this.envMap = null; - this.envMapIntensity = 1.0; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -- } -- copy(source) { -- super.copy(source); -- this.defines = { -- 'STANDARD': '' -- }; -- this.color.copy(source.color); -+ -+ this.setValues( parameters ); -+ -+ } -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.defines = { 'STANDARD': '' }; -+ -+ this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.roughnessMap = source.roughnessMap; -+ - this.metalnessMap = source.metalnessMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshPhysicalMaterial extends MeshStandardMaterial { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshPhysicalMaterial = true; -+ - this.defines = { -+ - 'STANDARD': '', - 'PHYSICAL': '' -+ - }; -+ - this.type = 'MeshPhysicalMaterial'; -+ - this.clearcoatMap = null; - this.clearcoatRoughness = 0.0; - this.clearcoatRoughnessMap = null; -- this.clearcoatNormalScale = new Vector2(1, 1); -+ this.clearcoatNormalScale = new Vector2( 1, 1 ); - this.clearcoatNormalMap = null; -+ - this.ior = 1.5; -- Object.defineProperty(this, 'reflectivity', { -+ -+ Object.defineProperty( this, 'reflectivity', { - get: function () { -- return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1); -+ -+ return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); -+ - }, -- set: function (reflectivity) { -- this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity); -+ set: function ( reflectivity ) { -+ -+ this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity ); -+ - } -- }); -+ } ); -+ - this.iridescenceMap = null; - this.iridescenceIOR = 1.3; -- this.iridescenceThicknessRange = [100, 400]; -+ this.iridescenceThicknessRange = [ 100, 400 ]; - this.iridescenceThicknessMap = null; -- this.sheenColor = new Color(0x000000); -+ -+ this.sheenColor = new Color( 0x000000 ); - this.sheenColorMap = null; - this.sheenRoughness = 1.0; - this.sheenRoughnessMap = null; -+ - this.transmissionMap = null; -+ - this.thickness = 0; - this.thicknessMap = null; - this.attenuationDistance = Infinity; -- this.attenuationColor = new Color(1, 1, 1); -+ this.attenuationColor = new Color( 1, 1, 1 ); -+ - this.specularIntensity = 1.0; - this.specularIntensityMap = null; -- this.specularColor = new Color(1, 1, 1); -+ this.specularColor = new Color( 1, 1, 1 ); - this.specularColorMap = null; -+ - this._sheen = 0.0; - this._clearcoat = 0; - this._iridescence = 0; - this._transmission = 0; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -+ - get sheen() { -+ - return this._sheen; -+ - } -- set sheen(value) { -- if (this._sheen > 0 !== value > 0) { -- this.version++; -+ -+ set sheen( value ) { -+ -+ if ( this._sheen > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._sheen = value; -+ - } -+ - get clearcoat() { -+ - return this._clearcoat; -+ - } -- set clearcoat(value) { -- if (this._clearcoat > 0 !== value > 0) { -- this.version++; -+ -+ set clearcoat( value ) { -+ -+ if ( this._clearcoat > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._clearcoat = value; -+ - } -+ - get iridescence() { -+ - return this._iridescence; -+ - } -- set iridescence(value) { -- if (this._iridescence > 0 !== value > 0) { -- this.version++; -+ -+ set iridescence( value ) { -+ -+ if ( this._iridescence > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._iridescence = value; -+ - } -+ - get transmission() { -+ - return this._transmission; -+ - } -- set transmission(value) { -- if (this._transmission > 0 !== value > 0) { -- this.version++; -+ -+ set transmission( value ) { -+ -+ if ( this._transmission > 0 !== value > 0 ) { -+ -+ this.version ++; -+ - } -+ - this._transmission = value; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.defines = { -+ - 'STANDARD': '', - 'PHYSICAL': '' -+ - }; -+ - this.clearcoat = source.clearcoat; - this.clearcoatMap = source.clearcoatMap; - this.clearcoatRoughness = source.clearcoatRoughness; - this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; - this.clearcoatNormalMap = source.clearcoatNormalMap; -- this.clearcoatNormalScale.copy(source.clearcoatNormalScale); -+ this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); -+ - this.ior = source.ior; -+ - this.iridescence = source.iridescence; - this.iridescenceMap = source.iridescenceMap; - this.iridescenceIOR = source.iridescenceIOR; -- this.iridescenceThicknessRange = [...source.iridescenceThicknessRange]; -+ this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; - this.iridescenceThicknessMap = source.iridescenceThicknessMap; -+ - this.sheen = source.sheen; -- this.sheenColor.copy(source.sheenColor); -+ this.sheenColor.copy( source.sheenColor ); - this.sheenColorMap = source.sheenColorMap; - this.sheenRoughness = source.sheenRoughness; - this.sheenRoughnessMap = source.sheenRoughnessMap; -+ - this.transmission = source.transmission; - this.transmissionMap = source.transmissionMap; -+ - this.thickness = source.thickness; - this.thicknessMap = source.thicknessMap; - this.attenuationDistance = source.attenuationDistance; -- this.attenuationColor.copy(source.attenuationColor); -+ this.attenuationColor.copy( source.attenuationColor ); -+ - this.specularIntensity = source.specularIntensity; - this.specularIntensityMap = source.specularIntensityMap; -- this.specularColor.copy(source.specularColor); -+ this.specularColor.copy( source.specularColor ); - this.specularColorMap = source.specularColorMap; -+ - return this; -+ - } -+ - } - - class MeshPhongMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshPhongMaterial = true; -+ - this.type = 'MeshPhongMaterial'; -- this.color = new Color(0xffffff); // diffuse -- this.specular = new Color(0x111111); -+ -+ this.color = new Color( 0xffffff ); // diffuse -+ this.specular = new Color( 0x111111 ); - this.shininess = 30; -+ - this.map = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.specularMap = null; -+ - this.alphaMap = null; -+ - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -- this.specular.copy(source.specular); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ this.specular.copy( source.specular ); - this.shininess = source.shininess; -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.specularMap = source.specularMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshToonMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshToonMaterial = true; -- this.defines = { -- 'TOON': '' -- }; -+ -+ this.defines = { 'TOON': '' }; -+ - this.type = 'MeshToonMaterial'; -- this.color = new Color(0xffffff); -+ -+ this.color = new Color( 0xffffff ); -+ - this.map = null; - this.gradientMap = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.alphaMap = null; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; - this.gradientMap = source.gradientMap; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.alphaMap = source.alphaMap; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshNormalMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshNormalMaterial = true; -+ - this.type = 'MeshNormalMaterial'; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; -+ - this.flatShading = false; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; -+ - this.flatShading = source.flatShading; -+ - return this; -+ - } -+ - } - - class MeshLambertMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshLambertMaterial = true; -+ - this.type = 'MeshLambertMaterial'; -- this.color = new Color(0xffffff); // diffuse -+ -+ this.color = new Color( 0xffffff ); // diffuse - - this.map = null; -+ - this.lightMap = null; - this.lightMapIntensity = 1.0; -+ - this.aoMap = null; - this.aoMapIntensity = 1.0; -- this.emissive = new Color(0x000000); -+ -+ this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.specularMap = null; -+ - this.alphaMap = null; -+ - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; -+ - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.color.copy(source.color); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.color.copy( source.color ); -+ - this.map = source.map; -+ - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; -+ - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; -- this.emissive.copy(source.emissive); -+ -+ this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.specularMap = source.specularMap; -+ - this.alphaMap = source.alphaMap; -+ - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; -+ - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class MeshMatcapMaterial extends Material { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isMeshMatcapMaterial = true; -- this.defines = { -- 'MATCAP': '' -- }; -+ -+ this.defines = { 'MATCAP': '' }; -+ - this.type = 'MeshMatcapMaterial'; -- this.color = new Color(0xffffff); // diffuse -+ -+ this.color = new Color( 0xffffff ); // diffuse - - this.matcap = null; -+ - this.map = null; -+ - this.bumpMap = null; - this.bumpScale = 1; -+ - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; -- this.normalScale = new Vector2(1, 1); -+ this.normalScale = new Vector2( 1, 1 ); -+ - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; -+ - this.alphaMap = null; -+ - this.flatShading = false; -+ - this.fog = true; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -- this.defines = { -- 'MATCAP': '' -- }; -- this.color.copy(source.color); -+ -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.defines = { 'MATCAP': '' }; -+ -+ this.color.copy( source.color ); -+ - this.matcap = source.matcap; -+ - this.map = source.map; -+ - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; -+ - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; -- this.normalScale.copy(source.normalScale); -+ this.normalScale.copy( source.normalScale ); -+ - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; -+ - this.alphaMap = source.alphaMap; -+ - this.flatShading = source.flatShading; -+ - this.fog = source.fog; -+ - return this; -+ - } -+ - } - - class LineDashedMaterial extends LineBasicMaterial { -- constructor(parameters) { -+ -+ constructor( parameters ) { -+ - super(); -+ - this.isLineDashedMaterial = true; -+ - this.type = 'LineDashedMaterial'; -+ - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; -- this.setValues(parameters); -+ -+ this.setValues( parameters ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; -+ - return this; -+ - } -+ - } - - // same as Array.prototype.slice, but also works on typed arrays -- function arraySlice(array, from, to) { -- if (isTypedArray(array)) { -+ function arraySlice( array, from, to ) { -+ -+ if ( isTypedArray( array ) ) { -+ - // in ios9 array.subarray(from, undefined) will return empty array - // but array.subarray(from) or array.subarray(from, len) is correct -- return new array.constructor(array.subarray(from, to !== undefined ? to : array.length)); -+ return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); -+ - } -- return array.slice(from, to); -+ -+ return array.slice( from, to ); -+ - } - - // converts an array to a specific type -- function convertArray(array, type, forceClone) { -- if (!array || -- // let 'undefined' and 'null' pass -- !forceClone && array.constructor === type) return array; -- if (typeof type.BYTES_PER_ELEMENT === 'number') { -- return new type(array); // create typed array -+ function convertArray( array, type, forceClone ) { -+ -+ if ( ! array || // let 'undefined' and 'null' pass -+ ! forceClone && array.constructor === type ) return array; -+ -+ if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { -+ -+ return new type( array ); // create typed array -+ - } - -- return Array.prototype.slice.call(array); // create Array -+ return Array.prototype.slice.call( array ); // create Array -+ - } - -- function isTypedArray(object) { -- return ArrayBuffer.isView(object) && !(object instanceof DataView); -+ function isTypedArray( object ) { -+ -+ return ArrayBuffer.isView( object ) && -+ ! ( object instanceof DataView ); -+ - } - - // returns an array by which times and values can be sorted -- function getKeyframeOrder(times) { -- function compareTime(i, j) { -- return times[i] - times[j]; -+ function getKeyframeOrder( times ) { -+ -+ function compareTime( i, j ) { -+ -+ return times[ i ] - times[ j ]; -+ - } -+ - const n = times.length; -- const result = new Array(n); -- for (let i = 0; i !== n; ++i) result[i] = i; -- result.sort(compareTime); -+ const result = new Array( n ); -+ for ( let i = 0; i !== n; ++ i ) result[ i ] = i; -+ -+ result.sort( compareTime ); -+ - return result; -+ - } - - // uses the array previously returned by 'getKeyframeOrder' to sort data -- function sortedArray(values, stride, order) { -+ function sortedArray( values, stride, order ) { -+ - const nValues = values.length; -- const result = new values.constructor(nValues); -- for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) { -- const srcOffset = order[i] * stride; -- for (let j = 0; j !== stride; ++j) { -- result[dstOffset++] = values[srcOffset + j]; -+ const result = new values.constructor( nValues ); -+ -+ for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { -+ -+ const srcOffset = order[ i ] * stride; -+ -+ for ( let j = 0; j !== stride; ++ j ) { -+ -+ result[ dstOffset ++ ] = values[ srcOffset + j ]; -+ - } -+ - } -+ - return result; -+ - } - - // function for parsing AOS keyframe formats -- function flattenJSON(jsonKeys, times, values, valuePropertyName) { -- let i = 1, -- key = jsonKeys[0]; -- while (key !== undefined && key[valuePropertyName] === undefined) { -- key = jsonKeys[i++]; -+ function flattenJSON( jsonKeys, times, values, valuePropertyName ) { -+ -+ let i = 1, key = jsonKeys[ 0 ]; -+ -+ while ( key !== undefined && key[ valuePropertyName ] === undefined ) { -+ -+ key = jsonKeys[ i ++ ]; -+ - } -- if (key === undefined) return; // no data - -- let value = key[valuePropertyName]; -- if (value === undefined) return; // no data -+ if ( key === undefined ) return; // no data -+ -+ let value = key[ valuePropertyName ]; -+ if ( value === undefined ) return; // no data -+ -+ if ( Array.isArray( value ) ) { - -- if (Array.isArray(value)) { - do { -- value = key[valuePropertyName]; -- if (value !== undefined) { -- times.push(key.time); -- values.push.apply(values, value); // push all elements -+ -+ value = key[ valuePropertyName ]; -+ -+ if ( value !== undefined ) { -+ -+ times.push( key.time ); -+ values.push.apply( values, value ); // push all elements -+ - } - -- key = jsonKeys[i++]; -- } while (key !== undefined); -- } else if (value.toArray !== undefined) { -+ key = jsonKeys[ i ++ ]; -+ -+ } while ( key !== undefined ); -+ -+ } else if ( value.toArray !== undefined ) { -+ - // ...assume THREE.Math-ish - - do { -- value = key[valuePropertyName]; -- if (value !== undefined) { -- times.push(key.time); -- value.toArray(values, values.length); -+ -+ value = key[ valuePropertyName ]; -+ -+ if ( value !== undefined ) { -+ -+ times.push( key.time ); -+ value.toArray( values, values.length ); -+ - } -- key = jsonKeys[i++]; -- } while (key !== undefined); -+ -+ key = jsonKeys[ i ++ ]; -+ -+ } while ( key !== undefined ); -+ - } else { -+ - // otherwise push as-is - - do { -- value = key[valuePropertyName]; -- if (value !== undefined) { -- times.push(key.time); -- values.push(value); -+ -+ value = key[ valuePropertyName ]; -+ -+ if ( value !== undefined ) { -+ -+ times.push( key.time ); -+ values.push( value ); -+ - } -- key = jsonKeys[i++]; -- } while (key !== undefined); -+ -+ key = jsonKeys[ i ++ ]; -+ -+ } while ( key !== undefined ); -+ - } -+ - } -- function subclip(sourceClip, name, startFrame, endFrame, fps = 30) { -+ -+ function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { -+ - const clip = sourceClip.clone(); -+ - clip.name = name; -+ - const tracks = []; -- for (let i = 0; i < clip.tracks.length; ++i) { -- const track = clip.tracks[i]; -+ -+ for ( let i = 0; i < clip.tracks.length; ++ i ) { -+ -+ const track = clip.tracks[ i ]; - const valueSize = track.getValueSize(); -+ - const times = []; - const values = []; -- for (let j = 0; j < track.times.length; ++j) { -- const frame = track.times[j] * fps; -- if (frame < startFrame || frame >= endFrame) continue; -- times.push(track.times[j]); -- for (let k = 0; k < valueSize; ++k) { -- values.push(track.values[j * valueSize + k]); -+ -+ for ( let j = 0; j < track.times.length; ++ j ) { -+ -+ const frame = track.times[ j ] * fps; -+ -+ if ( frame < startFrame || frame >= endFrame ) continue; -+ -+ times.push( track.times[ j ] ); -+ -+ for ( let k = 0; k < valueSize; ++ k ) { -+ -+ values.push( track.values[ j * valueSize + k ] ); -+ - } -+ - } -- if (times.length === 0) continue; -- track.times = convertArray(times, track.times.constructor); -- track.values = convertArray(values, track.values.constructor); -- tracks.push(track); -+ -+ if ( times.length === 0 ) continue; -+ -+ track.times = convertArray( times, track.times.constructor ); -+ track.values = convertArray( values, track.values.constructor ); -+ -+ tracks.push( track ); -+ - } -+ - clip.tracks = tracks; - - // find minimum .times value across all tracks in the trimmed clip - - let minStartTime = Infinity; -- for (let i = 0; i < clip.tracks.length; ++i) { -- if (minStartTime > clip.tracks[i].times[0]) { -- minStartTime = clip.tracks[i].times[0]; -+ -+ for ( let i = 0; i < clip.tracks.length; ++ i ) { -+ -+ if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { -+ -+ minStartTime = clip.tracks[ i ].times[ 0 ]; -+ - } -+ - } - - // shift all tracks such that clip begins at t=0 - -- for (let i = 0; i < clip.tracks.length; ++i) { -- clip.tracks[i].shift(-1 * minStartTime); -+ for ( let i = 0; i < clip.tracks.length; ++ i ) { -+ -+ clip.tracks[ i ].shift( - 1 * minStartTime ); -+ - } -+ - clip.resetDuration(); -+ - return clip; -+ - } -- function makeClipAdditive(targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) { -- if (fps <= 0) fps = 30; -+ -+ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { -+ -+ if ( fps <= 0 ) fps = 30; -+ - const numTracks = referenceClip.tracks.length; - const referenceTime = referenceFrame / fps; - - // Make each track's values relative to the values at the reference frame -- for (let i = 0; i < numTracks; ++i) { -- const referenceTrack = referenceClip.tracks[i]; -+ for ( let i = 0; i < numTracks; ++ i ) { -+ -+ const referenceTrack = referenceClip.tracks[ i ]; - const referenceTrackType = referenceTrack.ValueTypeName; - - // Skip this track if it's non-numeric -- if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; -+ if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; - - // Find the track in the target clip whose name and type matches the reference track -- const targetTrack = targetClip.tracks.find(function (track) { -- return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType; -- }); -- if (targetTrack === undefined) continue; -+ const targetTrack = targetClip.tracks.find( function ( track ) { -+ -+ return track.name === referenceTrack.name -+ && track.ValueTypeName === referenceTrackType; -+ -+ } ); -+ -+ if ( targetTrack === undefined ) continue; -+ - let referenceOffset = 0; - const referenceValueSize = referenceTrack.getValueSize(); -- if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { -+ -+ if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { -+ - referenceOffset = referenceValueSize / 3; -+ - } -+ - let targetOffset = 0; - const targetValueSize = targetTrack.getValueSize(); -- if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { -+ -+ if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { -+ - targetOffset = targetValueSize / 3; -+ - } -+ - const lastIndex = referenceTrack.times.length - 1; - let referenceValue; - - // Find the value to subtract out of the track -- if (referenceTime <= referenceTrack.times[0]) { -+ if ( referenceTime <= referenceTrack.times[ 0 ] ) { -+ - // Reference frame is earlier than the first keyframe, so just use the first keyframe - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; -- referenceValue = arraySlice(referenceTrack.values, startIndex, endIndex); -- } else if (referenceTime >= referenceTrack.times[lastIndex]) { -+ referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex ); -+ -+ } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { -+ - // Reference frame is after the last keyframe, so just use the last keyframe - const startIndex = lastIndex * referenceValueSize + referenceOffset; - const endIndex = startIndex + referenceValueSize - referenceOffset; -- referenceValue = arraySlice(referenceTrack.values, startIndex, endIndex); -+ referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex ); -+ - } else { -+ - // Interpolate to the reference value - const interpolant = referenceTrack.createInterpolant(); - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; -- interpolant.evaluate(referenceTime); -- referenceValue = arraySlice(interpolant.resultBuffer, startIndex, endIndex); -+ interpolant.evaluate( referenceTime ); -+ referenceValue = arraySlice( interpolant.resultBuffer, startIndex, endIndex ); -+ - } - - // Conjugate the quaternion -- if (referenceTrackType === 'quaternion') { -- const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate(); -- referenceQuat.toArray(referenceValue); -+ if ( referenceTrackType === 'quaternion' ) { -+ -+ const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); -+ referenceQuat.toArray( referenceValue ); -+ - } - - // Subtract the reference value from all of the track values - - const numTimes = targetTrack.times.length; -- for (let j = 0; j < numTimes; ++j) { -+ for ( let j = 0; j < numTimes; ++ j ) { -+ - const valueStart = j * targetValueSize + targetOffset; -- if (referenceTrackType === 'quaternion') { -+ -+ if ( referenceTrackType === 'quaternion' ) { -+ - // Multiply the conjugate for quaternion track types -- Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart); -+ Quaternion.multiplyQuaternionsFlat( -+ targetTrack.values, -+ valueStart, -+ referenceValue, -+ 0, -+ targetTrack.values, -+ valueStart -+ ); -+ - } else { -+ - const valueEnd = targetValueSize - targetOffset * 2; - - // Subtract each value for all other numeric track types -- for (let k = 0; k < valueEnd; ++k) { -- targetTrack.values[valueStart + k] -= referenceValue[k]; -+ for ( let k = 0; k < valueEnd; ++ k ) { -+ -+ targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; -+ - } -+ - } -+ - } -+ - } -+ - targetClip.blendMode = AdditiveAnimationBlendMode; -+ - return targetClip; -+ - } - - var AnimationUtils = /*#__PURE__*/Object.freeze({ -@@ -24987,156 +39001,222 @@ - */ - - class Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; -- this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize); -+ -+ this.resultBuffer = resultBuffer !== undefined ? -+ resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; -+ - this.settings = null; - this.DefaultSettings_ = {}; -+ - } -- evaluate(t) { -+ -+ evaluate( t ) { -+ - const pp = this.parameterPositions; - let i1 = this._cachedIndex, -- t1 = pp[i1], -- t0 = pp[i1 - 1]; -+ t1 = pp[ i1 ], -+ t0 = pp[ i1 - 1 ]; -+ - validate_interval: { -+ - seek: { -+ - let right; -+ - linear_scan: { -+ - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { -- forward_scan: if (!(t < t1)) { -- for (let giveUpAt = i1 + 2;;) { -- if (t1 === undefined) { -- if (t < t0) break forward_scan; -+ forward_scan: if ( ! ( t < t1 ) ) { -+ -+ for ( let giveUpAt = i1 + 2; ; ) { -+ -+ if ( t1 === undefined ) { -+ -+ if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; -- return this.copySampleValue_(i1 - 1); -+ return this.copySampleValue_( i1 - 1 ); -+ - } -- if (i1 === giveUpAt) break; // this loop -+ -+ if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; -- t1 = pp[++i1]; -- if (t < t1) { -+ t1 = pp[ ++ i1 ]; -+ -+ if ( t < t1 ) { -+ - // we have arrived at the sought interval - break seek; -+ - } -+ - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; -+ - } - - //- slower code: - //- if ( t < t0 || t0 === undefined ) { -- if (!(t >= t0)) { -+ if ( ! ( t >= t0 ) ) { -+ - // looping? - -- const t1global = pp[1]; -- if (t < t1global) { -+ const t1global = pp[ 1 ]; -+ -+ if ( t < t1global ) { -+ - i1 = 2; // + 1, using the scan for the details - t0 = t1global; -+ - } - - // linear reverse scan - -- for (let giveUpAt = i1 - 2;;) { -- if (t0 === undefined) { -+ for ( let giveUpAt = i1 - 2; ; ) { -+ -+ if ( t0 === undefined ) { -+ - // before start - - this._cachedIndex = 0; -- return this.copySampleValue_(0); -+ return this.copySampleValue_( 0 ); -+ - } -- if (i1 === giveUpAt) break; // this loop -+ -+ if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; -- t0 = pp[--i1 - 1]; -- if (t >= t0) { -+ t0 = pp[ -- i1 - 1 ]; -+ -+ if ( t >= t0 ) { -+ - // we have arrived at the sought interval - break seek; -+ - } -+ - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; -+ - } - - // the interval is valid - - break validate_interval; -+ - } // linear scan - - // binary search - -- while (i1 < right) { -- const mid = i1 + right >>> 1; -- if (t < pp[mid]) { -+ while ( i1 < right ) { -+ -+ const mid = ( i1 + right ) >>> 1; -+ -+ if ( t < pp[ mid ] ) { -+ - right = mid; -+ - } else { -+ - i1 = mid + 1; -+ - } -+ - } -- t1 = pp[i1]; -- t0 = pp[i1 - 1]; -+ -+ t1 = pp[ i1 ]; -+ t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - -- if (t0 === undefined) { -+ if ( t0 === undefined ) { -+ - this._cachedIndex = 0; -- return this.copySampleValue_(0); -+ return this.copySampleValue_( 0 ); -+ - } -- if (t1 === undefined) { -+ -+ if ( t1 === undefined ) { -+ - i1 = pp.length; - this._cachedIndex = i1; -- return this.copySampleValue_(i1 - 1); -+ return this.copySampleValue_( i1 - 1 ); -+ - } -+ - } // seek - - this._cachedIndex = i1; -- this.intervalChanged_(i1, t0, t1); -+ -+ this.intervalChanged_( i1, t0, t1 ); -+ - } // validate_interval - -- return this.interpolate_(i1, t0, t, t1); -+ return this.interpolate_( i1, t0, t, t1 ); -+ - } -+ - getSettings_() { -+ - return this.settings || this.DefaultSettings_; -+ - } -- copySampleValue_(index) { -+ -+ copySampleValue_( index ) { -+ - // copies a sample value to the result buffer - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; -- for (let i = 0; i !== stride; ++i) { -- result[i] = values[offset + i]; -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ result[ i ] = values[ offset + i ]; -+ - } -+ - return result; -+ - } - - // Template methods for derived classes: - -- interpolate_( /* i1, t0, t, t1 */ -- ) { -- throw new Error('call to abstract method'); -+ interpolate_( /* i1, t0, t, t1 */ ) { -+ -+ throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer -+ - } - -- intervalChanged_( /* i1, t0, t1 */ -- ) { -+ intervalChanged_( /* i1, t0, t1 */ ) { - - // empty -+ - } -+ - } - - /** -@@ -25148,117 +39228,175 @@ - */ - - class CubicInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -- this._weightPrev = -0; -- this._offsetPrev = -0; -- this._weightNext = -0; -- this._offsetNext = -0; -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ -+ this._weightPrev = - 0; -+ this._offsetPrev = - 0; -+ this._weightNext = - 0; -+ this._offsetNext = - 0; -+ - this.DefaultSettings_ = { -+ - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding -+ - }; -+ - } -- intervalChanged_(i1, t0, t1) { -+ -+ intervalChanged_( i1, t0, t1 ) { -+ - const pp = this.parameterPositions; - let iPrev = i1 - 2, - iNext = i1 + 1, -- tPrev = pp[iPrev], -- tNext = pp[iNext]; -- if (tPrev === undefined) { -- switch (this.getSettings_().endingStart) { -+ -+ tPrev = pp[ iPrev ], -+ tNext = pp[ iNext ]; -+ -+ if ( tPrev === undefined ) { -+ -+ switch ( this.getSettings_().endingStart ) { -+ - case ZeroSlopeEnding: -+ - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; -+ - break; -+ - case WrapAroundEnding: -+ - // use the other end of the curve - iPrev = pp.length - 2; -- tPrev = t0 + pp[iPrev] - pp[iPrev + 1]; -+ tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; -+ - break; -- default: -- // ZeroCurvatureEnding -+ -+ default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; -+ - } -+ - } -- if (tNext === undefined) { -- switch (this.getSettings_().endingEnd) { -+ -+ if ( tNext === undefined ) { -+ -+ switch ( this.getSettings_().endingEnd ) { -+ - case ZeroSlopeEnding: -+ - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; -+ - break; -+ - case WrapAroundEnding: -+ - // use the other end of the curve - iNext = 1; -- tNext = t1 + pp[1] - pp[0]; -+ tNext = t1 + pp[ 1 ] - pp[ 0 ]; -+ - break; -- default: -- // ZeroCurvatureEnding -+ -+ default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; -+ - } -+ - } -- const halfDt = (t1 - t0) * 0.5, -+ -+ const halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; -- this._weightPrev = halfDt / (t0 - tPrev); -- this._weightNext = halfDt / (tNext - t1); -+ -+ this._weightPrev = halfDt / ( t0 - tPrev ); -+ this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; -+ - } -- interpolate_(i1, t0, t, t1) { -+ -+ interpolate_( i1, t0, t, t1 ) { -+ - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, -- o1 = i1 * stride, -- o0 = o1 - stride, -- oP = this._offsetPrev, -- oN = this._offsetNext, -- wP = this._weightPrev, -- wN = this._weightNext, -- p = (t - t0) / (t1 - t0), -+ -+ o1 = i1 * stride, o0 = o1 - stride, -+ oP = this._offsetPrev, oN = this._offsetNext, -+ wP = this._weightPrev, wN = this._weightNext, -+ -+ p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - -- const sP = -wP * ppp + 2 * wP * pp - wP * p; -- const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1; -- const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p; -+ const sP = - wP * ppp + 2 * wP * pp - wP * p; -+ const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; -+ const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - const sN = wN * ppp - wN * pp; - - // combine data linearly - -- for (let i = 0; i !== stride; ++i) { -- result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i]; -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ result[ i ] = -+ sP * values[ oP + i ] + -+ s0 * values[ o0 + i ] + -+ s1 * values[ o1 + i ] + -+ sN * values[ oN + i ]; -+ - } -+ - return result; -+ - } -+ - } - - class LinearInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ - } -- interpolate_(i1, t0, t, t1) { -+ -+ interpolate_( i1, t0, t, t1 ) { -+ - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, -+ - offset1 = i1 * stride, - offset0 = offset1 - stride, -- weight1 = (t - t0) / (t1 - t0), -+ -+ weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; -- for (let i = 0; i !== stride; ++i) { -- result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1; -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ result[ i ] = -+ values[ offset0 + i ] * weight0 + -+ values[ offset1 + i ] * weight1; -+ - } -+ - return result; -+ - } -+ - } - - /** -@@ -25268,278 +39406,468 @@ - */ - - class DiscreteInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ - } -- interpolate_(i1 /*, t0, t, t1 */) { -- return this.copySampleValue_(i1 - 1); -+ -+ interpolate_( i1 /*, t0, t, t1 */ ) { -+ -+ return this.copySampleValue_( i1 - 1 ); -+ - } -+ - } - - class KeyframeTrack { -- constructor(name, times, values, interpolation) { -- if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined'); -- if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name); -+ -+ constructor( name, times, values, interpolation ) { -+ -+ if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); -+ if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); -+ - this.name = name; -- this.times = convertArray(times, this.TimeBufferType); -- this.values = convertArray(values, this.ValueBufferType); -- this.setInterpolation(interpolation || this.DefaultInterpolation); -+ -+ this.times = convertArray( times, this.TimeBufferType ); -+ this.values = convertArray( values, this.ValueBufferType ); -+ -+ this.setInterpolation( interpolation || this.DefaultInterpolation ); -+ - } - - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): - -- static toJSON(track) { -+ static toJSON( track ) { -+ - const trackType = track.constructor; -+ - let json; - - // derived classes can define a static toJSON method -- if (trackType.toJSON !== this.toJSON) { -- json = trackType.toJSON(track); -+ if ( trackType.toJSON !== this.toJSON ) { -+ -+ json = trackType.toJSON( track ); -+ - } else { -+ - // by default, we assume the data can be serialized as-is - json = { -+ - 'name': track.name, -- 'times': convertArray(track.times, Array), -- 'values': convertArray(track.values, Array) -+ 'times': convertArray( track.times, Array ), -+ 'values': convertArray( track.values, Array ) -+ - }; -+ - const interpolation = track.getInterpolation(); -- if (interpolation !== track.DefaultInterpolation) { -+ -+ if ( interpolation !== track.DefaultInterpolation ) { -+ - json.interpolation = interpolation; -+ - } -+ - } -+ - json.type = track.ValueTypeName; // mandatory - - return json; -+ - } -- InterpolantFactoryMethodDiscrete(result) { -- return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodDiscrete( result ) { -+ -+ return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -- InterpolantFactoryMethodLinear(result) { -- return new LinearInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodLinear( result ) { -+ -+ return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -- InterpolantFactoryMethodSmooth(result) { -- return new CubicInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodSmooth( result ) { -+ -+ return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -- setInterpolation(interpolation) { -+ -+ setInterpolation( interpolation ) { -+ - let factoryMethod; -- switch (interpolation) { -+ -+ switch ( interpolation ) { -+ - case InterpolateDiscrete: -+ - factoryMethod = this.InterpolantFactoryMethodDiscrete; -+ - break; -+ - case InterpolateLinear: -+ - factoryMethod = this.InterpolantFactoryMethodLinear; -+ - break; -+ - case InterpolateSmooth: -+ - factoryMethod = this.InterpolantFactoryMethodSmooth; -+ - break; -+ - } -- if (factoryMethod === undefined) { -- const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name; -- if (this.createInterpolant === undefined) { -+ -+ if ( factoryMethod === undefined ) { -+ -+ const message = 'unsupported interpolation for ' + -+ this.ValueTypeName + ' keyframe track named ' + this.name; -+ -+ if ( this.createInterpolant === undefined ) { -+ - // fall back to default, unless the default itself is messed up -- if (interpolation !== this.DefaultInterpolation) { -- this.setInterpolation(this.DefaultInterpolation); -+ if ( interpolation !== this.DefaultInterpolation ) { -+ -+ this.setInterpolation( this.DefaultInterpolation ); -+ - } else { -- throw new Error(message); // fatal, in this case -+ -+ throw new Error( message ); // fatal, in this case -+ - } -+ - } - -- console.warn('THREE.KeyframeTrack:', message); -+ console.warn( 'THREE.KeyframeTrack:', message ); - return this; -+ - } -+ - this.createInterpolant = factoryMethod; -+ - return this; -+ - } -+ - getInterpolation() { -- switch (this.createInterpolant) { -+ -+ switch ( this.createInterpolant ) { -+ - case this.InterpolantFactoryMethodDiscrete: -+ - return InterpolateDiscrete; -+ - case this.InterpolantFactoryMethodLinear: -+ - return InterpolateLinear; -+ - case this.InterpolantFactoryMethodSmooth: -+ - return InterpolateSmooth; -+ - } -+ - } -+ - getValueSize() { -+ - return this.values.length / this.times.length; -+ - } - - // move all keyframes either forwards or backwards in time -- shift(timeOffset) { -- if (timeOffset !== 0.0) { -+ shift( timeOffset ) { -+ -+ if ( timeOffset !== 0.0 ) { -+ - const times = this.times; -- for (let i = 0, n = times.length; i !== n; ++i) { -- times[i] += timeOffset; -+ -+ for ( let i = 0, n = times.length; i !== n; ++ i ) { -+ -+ times[ i ] += timeOffset; -+ - } -+ - } -+ - return this; -+ - } - - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) -- scale(timeScale) { -- if (timeScale !== 1.0) { -+ scale( timeScale ) { -+ -+ if ( timeScale !== 1.0 ) { -+ - const times = this.times; -- for (let i = 0, n = times.length; i !== n; ++i) { -- times[i] *= timeScale; -+ -+ for ( let i = 0, n = times.length; i !== n; ++ i ) { -+ -+ times[ i ] *= timeScale; -+ - } -+ - } -+ - return this; -+ - } - - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values -- trim(startTime, endTime) { -+ trim( startTime, endTime ) { -+ - const times = this.times, - nKeys = times.length; -+ - let from = 0, - to = nKeys - 1; -- while (from !== nKeys && times[from] < startTime) { -- ++from; -+ -+ while ( from !== nKeys && times[ from ] < startTime ) { -+ -+ ++ from; -+ - } -- while (to !== -1 && times[to] > endTime) { -- --to; -+ -+ while ( to !== - 1 && times[ to ] > endTime ) { -+ -+ -- to; -+ - } -- ++to; // inclusive -> exclusive bound - -- if (from !== 0 || to !== nKeys) { -+ ++ to; // inclusive -> exclusive bound -+ -+ if ( from !== 0 || to !== nKeys ) { -+ - // empty tracks are forbidden, so keep at least one keyframe -- if (from >= to) { -- to = Math.max(to, 1); -+ if ( from >= to ) { -+ -+ to = Math.max( to, 1 ); - from = to - 1; -+ - } -+ - const stride = this.getValueSize(); -- this.times = arraySlice(times, from, to); -- this.values = arraySlice(this.values, from * stride, to * stride); -+ this.times = arraySlice( times, from, to ); -+ this.values = arraySlice( this.values, from * stride, to * stride ); -+ - } -+ - return this; -+ - } - - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate() { -+ - let valid = true; -+ - const valueSize = this.getValueSize(); -- if (valueSize - Math.floor(valueSize) !== 0) { -- console.error('THREE.KeyframeTrack: Invalid value size in track.', this); -+ if ( valueSize - Math.floor( valueSize ) !== 0 ) { -+ -+ console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); - valid = false; -+ - } -+ - const times = this.times, - values = this.values, -+ - nKeys = times.length; -- if (nKeys === 0) { -- console.error('THREE.KeyframeTrack: Track is empty.', this); -+ -+ if ( nKeys === 0 ) { -+ -+ console.error( 'THREE.KeyframeTrack: Track is empty.', this ); - valid = false; -+ - } -+ - let prevTime = null; -- for (let i = 0; i !== nKeys; i++) { -- const currTime = times[i]; -- if (typeof currTime === 'number' && isNaN(currTime)) { -- console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime); -+ -+ for ( let i = 0; i !== nKeys; i ++ ) { -+ -+ const currTime = times[ i ]; -+ -+ if ( typeof currTime === 'number' && isNaN( currTime ) ) { -+ -+ console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; -+ - } -- if (prevTime !== null && prevTime > currTime) { -- console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime); -+ -+ if ( prevTime !== null && prevTime > currTime ) { -+ -+ console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; -+ - } -+ - prevTime = currTime; -+ - } -- if (values !== undefined) { -- if (isTypedArray(values)) { -- for (let i = 0, n = values.length; i !== n; ++i) { -- const value = values[i]; -- if (isNaN(value)) { -- console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value); -+ -+ if ( values !== undefined ) { -+ -+ if ( isTypedArray( values ) ) { -+ -+ for ( let i = 0, n = values.length; i !== n; ++ i ) { -+ -+ const value = values[ i ]; -+ -+ if ( isNaN( value ) ) { -+ -+ console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; - break; -+ - } -+ - } -+ - } -+ - } -+ - return valid; -+ - } - - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize() { -+ - // times or values may be shared with other tracks, so overwriting is unsafe -- const times = arraySlice(this.times), -- values = arraySlice(this.values), -+ const times = arraySlice( this.times ), -+ values = arraySlice( this.values ), - stride = this.getValueSize(), -+ - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, -+ - lastIndex = times.length - 1; -+ - let writeIndex = 1; -- for (let i = 1; i < lastIndex; ++i) { -+ -+ for ( let i = 1; i < lastIndex; ++ i ) { -+ - let keep = false; -- const time = times[i]; -- const timeNext = times[i + 1]; -+ -+ const time = times[ i ]; -+ const timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - -- if (time !== timeNext && (i !== 1 || time !== times[0])) { -- if (!smoothInterpolation) { -+ if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { -+ -+ if ( ! smoothInterpolation ) { -+ - // remove unnecessary keyframes same as their neighbors - - const offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; -- for (let j = 0; j !== stride; ++j) { -- const value = values[offset + j]; -- if (value !== values[offsetP + j] || value !== values[offsetN + j]) { -+ -+ for ( let j = 0; j !== stride; ++ j ) { -+ -+ const value = values[ offset + j ]; -+ -+ if ( value !== values[ offsetP + j ] || -+ value !== values[ offsetN + j ] ) { -+ - keep = true; - break; -+ - } -+ - } -+ - } else { -+ - keep = true; -+ - } -+ - } - - // in-place compaction - -- if (keep) { -- if (i !== writeIndex) { -- times[writeIndex] = times[i]; -+ if ( keep ) { -+ -+ if ( i !== writeIndex ) { -+ -+ times[ writeIndex ] = times[ i ]; -+ - const readOffset = i * stride, - writeOffset = writeIndex * stride; -- for (let j = 0; j !== stride; ++j) { -- values[writeOffset + j] = values[readOffset + j]; -+ -+ for ( let j = 0; j !== stride; ++ j ) { -+ -+ values[ writeOffset + j ] = values[ readOffset + j ]; -+ - } -+ - } -- ++writeIndex; -+ -+ ++ writeIndex; -+ - } -+ - } - - // flush last keyframe (compaction looks ahead) - -- if (lastIndex > 0) { -- times[writeIndex] = times[lastIndex]; -- for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) { -- values[writeOffset + j] = values[readOffset + j]; -+ if ( lastIndex > 0 ) { -+ -+ times[ writeIndex ] = times[ lastIndex ]; -+ -+ for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { -+ -+ values[ writeOffset + j ] = values[ readOffset + j ]; -+ - } -- ++writeIndex; -+ -+ ++ writeIndex; -+ - } -- if (writeIndex !== times.length) { -- this.times = arraySlice(times, 0, writeIndex); -- this.values = arraySlice(values, 0, writeIndex * stride); -+ -+ if ( writeIndex !== times.length ) { -+ -+ this.times = arraySlice( times, 0, writeIndex ); -+ this.values = arraySlice( values, 0, writeIndex * stride ); -+ - } else { -+ - this.times = times; - this.values = values; -+ - } -+ - return this; -+ - } -+ - clone() { -- const times = arraySlice(this.times, 0); -- const values = arraySlice(this.values, 0); -+ -+ const times = arraySlice( this.times, 0 ); -+ const values = arraySlice( this.values, 0 ); -+ - const TypedKeyframeTrack = this.constructor; -- const track = new TypedKeyframeTrack(this.name, times, values); -+ const track = new TypedKeyframeTrack( this.name, times, values ); - - // Interpolant argument to constructor is not saved, so copy the factory method directly. - track.createInterpolant = this.createInterpolant; -+ - return track; -+ - } -+ - } -+ - KeyframeTrack.prototype.TimeBufferType = Float32Array; - KeyframeTrack.prototype.ValueBufferType = Float32Array; - KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; -@@ -25548,6 +39876,7 @@ - * A Track of Boolean keyframe values. - */ - class BooleanKeyframeTrack extends KeyframeTrack {} -+ - BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; - BooleanKeyframeTrack.prototype.ValueBufferType = Array; - BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -@@ -25558,12 +39887,14 @@ - * A Track of keyframe values that represent color. - */ - class ColorKeyframeTrack extends KeyframeTrack {} -+ - ColorKeyframeTrack.prototype.ValueTypeName = 'color'; - - /** - * A Track of numeric keyframe values. - */ - class NumberKeyframeTrack extends KeyframeTrack {} -+ - NumberKeyframeTrack.prototype.ValueTypeName = 'number'; - - /** -@@ -25571,30 +39902,48 @@ - */ - - class QuaternionLinearInterpolant extends Interpolant { -- constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { -- super(parameterPositions, sampleValues, sampleSize, resultBuffer); -+ -+ constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -+ -+ super( parameterPositions, sampleValues, sampleSize, resultBuffer ); -+ - } -- interpolate_(i1, t0, t, t1) { -+ -+ interpolate_( i1, t0, t, t1 ) { -+ - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, -- alpha = (t - t0) / (t1 - t0); -+ -+ alpha = ( t - t0 ) / ( t1 - t0 ); -+ - let offset = i1 * stride; -- for (let end = offset + stride; offset !== end; offset += 4) { -- Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha); -+ -+ for ( let end = offset + stride; offset !== end; offset += 4 ) { -+ -+ Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); -+ - } -+ - return result; -+ - } -+ - } - - /** - * A Track of quaternion keyframe values. - */ - class QuaternionKeyframeTrack extends KeyframeTrack { -- InterpolantFactoryMethodLinear(result) { -- return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result); -+ -+ InterpolantFactoryMethodLinear( result ) { -+ -+ return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); -+ - } -+ - } -+ - QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; - // ValueBufferType is inherited - QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; -@@ -25604,6 +39953,7 @@ - * A Track that interpolates Strings - */ - class StringKeyframeTrack extends KeyframeTrack {} -+ - StringKeyframeTrack.prototype.ValueTypeName = 'string'; - StringKeyframeTrack.prototype.ValueBufferType = Array; - StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -@@ -25614,83 +39964,143 @@ - * A Track of vectored keyframe values. - */ - class VectorKeyframeTrack extends KeyframeTrack {} -+ - VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; - - class AnimationClip { -- constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) { -+ -+ constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) { -+ - this.name = name; - this.tracks = tracks; - this.duration = duration; - this.blendMode = blendMode; -+ - this.uuid = generateUUID(); - - // this means it should figure out its duration by scanning the tracks -- if (this.duration < 0) { -+ if ( this.duration < 0 ) { -+ - this.resetDuration(); -+ - } -+ - } -- static parse(json) { -+ -+ -+ static parse( json ) { -+ - const tracks = [], - jsonTracks = json.tracks, -- frameTime = 1.0 / (json.fps || 1.0); -- for (let i = 0, n = jsonTracks.length; i !== n; ++i) { -- tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime)); -+ frameTime = 1.0 / ( json.fps || 1.0 ); -+ -+ for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { -+ -+ tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); -+ - } -- const clip = new this(json.name, json.duration, tracks, json.blendMode); -+ -+ const clip = new this( json.name, json.duration, tracks, json.blendMode ); - clip.uuid = json.uuid; -+ - return clip; -+ - } -- static toJSON(clip) { -+ -+ static toJSON( clip ) { -+ - const tracks = [], - clipTracks = clip.tracks; -+ - const json = { -+ - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid, - 'blendMode': clip.blendMode -+ - }; -- for (let i = 0, n = clipTracks.length; i !== n; ++i) { -- tracks.push(KeyframeTrack.toJSON(clipTracks[i])); -+ -+ for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { -+ -+ tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); -+ - } -+ - return json; -+ - } -- static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) { -+ -+ static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { -+ - const numMorphTargets = morphTargetSequence.length; - const tracks = []; -- for (let i = 0; i < numMorphTargets; i++) { -+ -+ for ( let i = 0; i < numMorphTargets; i ++ ) { -+ - let times = []; - let values = []; -- times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets); -- values.push(0, 1, 0); -- const order = getKeyframeOrder(times); -- times = sortedArray(times, 1, order); -- values = sortedArray(values, 1, order); -+ -+ times.push( -+ ( i + numMorphTargets - 1 ) % numMorphTargets, -+ i, -+ ( i + 1 ) % numMorphTargets ); -+ -+ values.push( 0, 1, 0 ); -+ -+ const order = getKeyframeOrder( times ); -+ times = sortedArray( times, 1, order ); -+ values = sortedArray( values, 1, order ); - - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. -- if (!noLoop && times[0] === 0) { -- times.push(numMorphTargets); -- values.push(values[0]); -+ if ( ! noLoop && times[ 0 ] === 0 ) { -+ -+ times.push( numMorphTargets ); -+ values.push( values[ 0 ] ); -+ - } -- tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps)); -+ -+ tracks.push( -+ new NumberKeyframeTrack( -+ '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', -+ times, values -+ ).scale( 1.0 / fps ) ); -+ - } -- return new this(name, -1, tracks); -+ -+ return new this( name, - 1, tracks ); -+ - } -- static findByName(objectOrClipArray, name) { -+ -+ static findByName( objectOrClipArray, name ) { -+ - let clipArray = objectOrClipArray; -- if (!Array.isArray(objectOrClipArray)) { -+ -+ if ( ! Array.isArray( objectOrClipArray ) ) { -+ - const o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; -+ - } -- for (let i = 0; i < clipArray.length; i++) { -- if (clipArray[i].name === name) { -- return clipArray[i]; -+ -+ for ( let i = 0; i < clipArray.length; i ++ ) { -+ -+ if ( clipArray[ i ].name === name ) { -+ -+ return clipArray[ i ]; -+ - } -+ - } -+ - return null; -+ - } -- static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) { -+ -+ static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { -+ - const animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences -@@ -25699,215 +40109,371 @@ - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 -- for (let i = 0, il = morphTargets.length; i < il; i++) { -- const morphTarget = morphTargets[i]; -- const parts = morphTarget.name.match(pattern); -- if (parts && parts.length > 1) { -- const name = parts[1]; -- let animationMorphTargets = animationToMorphTargets[name]; -- if (!animationMorphTargets) { -- animationToMorphTargets[name] = animationMorphTargets = []; -+ for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { -+ -+ const morphTarget = morphTargets[ i ]; -+ const parts = morphTarget.name.match( pattern ); -+ -+ if ( parts && parts.length > 1 ) { -+ -+ const name = parts[ 1 ]; -+ -+ let animationMorphTargets = animationToMorphTargets[ name ]; -+ -+ if ( ! animationMorphTargets ) { -+ -+ animationToMorphTargets[ name ] = animationMorphTargets = []; -+ - } -- animationMorphTargets.push(morphTarget); -+ -+ animationMorphTargets.push( morphTarget ); -+ - } -+ - } -+ - const clips = []; -- for (const name in animationToMorphTargets) { -- clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop)); -+ -+ for ( const name in animationToMorphTargets ) { -+ -+ clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); -+ - } -+ - return clips; -+ - } - - // parse the animation.hierarchy format -- static parseAnimation(animation, bones) { -- if (!animation) { -- console.error('THREE.AnimationClip: No animation in JSONLoader data.'); -+ static parseAnimation( animation, bones ) { -+ -+ if ( ! animation ) { -+ -+ console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; -+ - } -- const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) { -+ -+ const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { -+ - // only return track if there are actually keys. -- if (animationKeys.length !== 0) { -+ if ( animationKeys.length !== 0 ) { -+ - const times = []; - const values = []; -- flattenJSON(animationKeys, times, values, propertyName); -+ -+ flattenJSON( animationKeys, times, values, propertyName ); - - // empty keys are filtered out, so check again -- if (times.length !== 0) { -- destTracks.push(new trackType(trackName, times, values)); -+ if ( times.length !== 0 ) { -+ -+ destTracks.push( new trackType( trackName, times, values ) ); -+ - } -+ - } -+ - }; -+ - const tracks = []; -+ - const clipName = animation.name || 'default'; - const fps = animation.fps || 30; - const blendMode = animation.blendMode; - - // automatic length determination in AnimationClip. -- let duration = animation.length || -1; -+ let duration = animation.length || - 1; -+ - const hierarchyTracks = animation.hierarchy || []; -- for (let h = 0; h < hierarchyTracks.length; h++) { -- const animationKeys = hierarchyTracks[h].keys; -+ -+ for ( let h = 0; h < hierarchyTracks.length; h ++ ) { -+ -+ const animationKeys = hierarchyTracks[ h ].keys; - - // skip empty tracks -- if (!animationKeys || animationKeys.length === 0) continue; -+ if ( ! animationKeys || animationKeys.length === 0 ) continue; - - // process morph targets -- if (animationKeys[0].morphTargets) { -+ if ( animationKeys[ 0 ].morphTargets ) { -+ - // figure out all morph targets used in this track - const morphTargetNames = {}; -+ - let k; -- for (k = 0; k < animationKeys.length; k++) { -- if (animationKeys[k].morphTargets) { -- for (let m = 0; m < animationKeys[k].morphTargets.length; m++) { -- morphTargetNames[animationKeys[k].morphTargets[m]] = -1; -+ -+ for ( k = 0; k < animationKeys.length; k ++ ) { -+ -+ if ( animationKeys[ k ].morphTargets ) { -+ -+ for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { -+ -+ morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; -+ - } -+ - } -+ - } - - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. -- for (const morphTargetName in morphTargetNames) { -+ for ( const morphTargetName in morphTargetNames ) { -+ - const times = []; - const values = []; -- for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) { -- const animationKey = animationKeys[k]; -- times.push(animationKey.time); -- values.push(animationKey.morphTarget === morphTargetName ? 1 : 0); -+ -+ for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { -+ -+ const animationKey = animationKeys[ k ]; -+ -+ times.push( animationKey.time ); -+ values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); -+ - } -- tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values)); -+ -+ tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); -+ - } -+ - duration = morphTargetNames.length * fps; -+ - } else { -+ - // ...assume skeletal animation - -- const boneName = '.bones[' + bones[h].name + ']'; -- addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks); -- addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks); -- addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks); -+ const boneName = '.bones[' + bones[ h ].name + ']'; -+ -+ addNonemptyTrack( -+ VectorKeyframeTrack, boneName + '.position', -+ animationKeys, 'pos', tracks ); -+ -+ addNonemptyTrack( -+ QuaternionKeyframeTrack, boneName + '.quaternion', -+ animationKeys, 'rot', tracks ); -+ -+ addNonemptyTrack( -+ VectorKeyframeTrack, boneName + '.scale', -+ animationKeys, 'scl', tracks ); -+ - } -+ - } -- if (tracks.length === 0) { -+ -+ if ( tracks.length === 0 ) { -+ - return null; -+ - } -- const clip = new this(clipName, duration, tracks, blendMode); -+ -+ const clip = new this( clipName, duration, tracks, blendMode ); -+ - return clip; -+ - } -+ - resetDuration() { -+ - const tracks = this.tracks; - let duration = 0; -- for (let i = 0, n = tracks.length; i !== n; ++i) { -- const track = this.tracks[i]; -- duration = Math.max(duration, track.times[track.times.length - 1]); -+ -+ for ( let i = 0, n = tracks.length; i !== n; ++ i ) { -+ -+ const track = this.tracks[ i ]; -+ -+ duration = Math.max( duration, track.times[ track.times.length - 1 ] ); -+ - } -+ - this.duration = duration; -+ - return this; -+ - } -+ - trim() { -- for (let i = 0; i < this.tracks.length; i++) { -- this.tracks[i].trim(0, this.duration); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ this.tracks[ i ].trim( 0, this.duration ); -+ - } -+ - return this; -+ - } -+ - validate() { -+ - let valid = true; -- for (let i = 0; i < this.tracks.length; i++) { -- valid = valid && this.tracks[i].validate(); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ valid = valid && this.tracks[ i ].validate(); -+ - } -+ - return valid; -+ - } -+ - optimize() { -- for (let i = 0; i < this.tracks.length; i++) { -- this.tracks[i].optimize(); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ this.tracks[ i ].optimize(); -+ - } -+ - return this; -+ - } -+ - clone() { -+ - const tracks = []; -- for (let i = 0; i < this.tracks.length; i++) { -- tracks.push(this.tracks[i].clone()); -+ -+ for ( let i = 0; i < this.tracks.length; i ++ ) { -+ -+ tracks.push( this.tracks[ i ].clone() ); -+ - } -- return new this.constructor(this.name, this.duration, tracks, this.blendMode); -+ -+ return new this.constructor( this.name, this.duration, tracks, this.blendMode ); -+ - } -+ - toJSON() { -- return this.constructor.toJSON(this); -+ -+ return this.constructor.toJSON( this ); -+ - } -+ - } -- function getTrackTypeForValueTypeName(typeName) { -- switch (typeName.toLowerCase()) { -+ -+ function getTrackTypeForValueTypeName( typeName ) { -+ -+ switch ( typeName.toLowerCase() ) { -+ - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': -+ - return NumberKeyframeTrack; -+ - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': -+ - return VectorKeyframeTrack; -+ - case 'color': -+ - return ColorKeyframeTrack; -+ - case 'quaternion': -+ - return QuaternionKeyframeTrack; -+ - case 'bool': - case 'boolean': -+ - return BooleanKeyframeTrack; -+ - case 'string': -+ - return StringKeyframeTrack; -+ - } -- throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName); -+ -+ throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); -+ - } -- function parseKeyframeTrack(json) { -- if (json.type === undefined) { -- throw new Error('THREE.KeyframeTrack: track type undefined, can not parse'); -+ -+ function parseKeyframeTrack( json ) { -+ -+ if ( json.type === undefined ) { -+ -+ throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); -+ - } -- const trackType = getTrackTypeForValueTypeName(json.type); -- if (json.times === undefined) { -- const times = [], -- values = []; -- flattenJSON(json.keys, times, values, 'value'); -+ -+ const trackType = getTrackTypeForValueTypeName( json.type ); -+ -+ if ( json.times === undefined ) { -+ -+ const times = [], values = []; -+ -+ flattenJSON( json.keys, times, values, 'value' ); -+ - json.times = times; - json.values = values; -+ - } - - // derived classes can define a static parse method -- if (trackType.parse !== undefined) { -- return trackType.parse(json); -+ if ( trackType.parse !== undefined ) { -+ -+ return trackType.parse( json ); -+ - } else { -+ - // by default, we assume a constructor compatible with the base -- return new trackType(json.name, json.times, json.values, json.interpolation); -+ return new trackType( json.name, json.times, json.values, json.interpolation ); -+ - } -+ - } - - const Cache = { -+ - enabled: false, -+ - files: {}, -- add: function (key, file) { -- if (this.enabled === false) return; -+ -+ add: function ( key, file ) { -+ -+ if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Adding key:', key ); - -- this.files[key] = file; -+ this.files[ key ] = file; -+ - }, -- get: function (key) { -- if (this.enabled === false) return; -+ -+ get: function ( key ) { -+ -+ if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Checking key:', key ); - -- return this.files[key]; -+ return this.files[ key ]; -+ - }, -- remove: function (key) { -- delete this.files[key]; -+ -+ remove: function ( key ) { -+ -+ delete this.files[ key ]; -+ - }, -+ - clear: function () { -+ - this.files = {}; -+ - } -+ - }; - - class LoadingManager { -- constructor(onLoad, onProgress, onError) { -+ -+ constructor( onLoad, onProgress, onError ) { -+ - const scope = this; -+ - let isLoading = false; - let itemsLoaded = 0; - let itemsTotal = 0; -@@ -25921,317 +40487,532 @@ - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; -- this.itemStart = function (url) { -- itemsTotal++; -- if (isLoading === false) { -- if (scope.onStart !== undefined) { -- scope.onStart(url, itemsLoaded, itemsTotal); -+ -+ this.itemStart = function ( url ) { -+ -+ itemsTotal ++; -+ -+ if ( isLoading === false ) { -+ -+ if ( scope.onStart !== undefined ) { -+ -+ scope.onStart( url, itemsLoaded, itemsTotal ); -+ - } -+ - } -+ - isLoading = true; -+ - }; -- this.itemEnd = function (url) { -- itemsLoaded++; -- if (scope.onProgress !== undefined) { -- scope.onProgress(url, itemsLoaded, itemsTotal); -+ -+ this.itemEnd = function ( url ) { -+ -+ itemsLoaded ++; -+ -+ if ( scope.onProgress !== undefined ) { -+ -+ scope.onProgress( url, itemsLoaded, itemsTotal ); -+ - } -- if (itemsLoaded === itemsTotal) { -+ -+ if ( itemsLoaded === itemsTotal ) { -+ - isLoading = false; -- if (scope.onLoad !== undefined) { -+ -+ if ( scope.onLoad !== undefined ) { -+ - scope.onLoad(); -+ - } -+ - } -+ - }; -- this.itemError = function (url) { -- if (scope.onError !== undefined) { -- scope.onError(url); -+ -+ this.itemError = function ( url ) { -+ -+ if ( scope.onError !== undefined ) { -+ -+ scope.onError( url ); -+ - } -+ - }; -- this.resolveURL = function (url) { -- if (urlModifier) { -- return urlModifier(url); -+ -+ this.resolveURL = function ( url ) { -+ -+ if ( urlModifier ) { -+ -+ return urlModifier( url ); -+ - } -+ - return url; -+ - }; -- this.setURLModifier = function (transform) { -+ -+ this.setURLModifier = function ( transform ) { -+ - urlModifier = transform; -+ - return this; -+ - }; -- this.addHandler = function (regex, loader) { -- handlers.push(regex, loader); -+ -+ this.addHandler = function ( regex, loader ) { -+ -+ handlers.push( regex, loader ); -+ - return this; -+ - }; -- this.removeHandler = function (regex) { -- const index = handlers.indexOf(regex); -- if (index !== -1) { -- handlers.splice(index, 2); -+ -+ this.removeHandler = function ( regex ) { -+ -+ const index = handlers.indexOf( regex ); -+ -+ if ( index !== - 1 ) { -+ -+ handlers.splice( index, 2 ); -+ - } -+ - return this; -+ - }; -- this.getHandler = function (file) { -- for (let i = 0, l = handlers.length; i < l; i += 2) { -- const regex = handlers[i]; -- const loader = handlers[i + 1]; -- if (regex.global) regex.lastIndex = 0; // see #17920 - -- if (regex.test(file)) { -+ this.getHandler = function ( file ) { -+ -+ for ( let i = 0, l = handlers.length; i < l; i += 2 ) { -+ -+ const regex = handlers[ i ]; -+ const loader = handlers[ i + 1 ]; -+ -+ if ( regex.global ) regex.lastIndex = 0; // see #17920 -+ -+ if ( regex.test( file ) ) { -+ - return loader; -+ - } -+ - } -+ - return null; -+ - }; -+ - } -+ - } -- const DefaultLoadingManager = /*@__PURE__*/new LoadingManager(); -+ -+ const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); - - class Loader { -- constructor(manager) { -- this.manager = manager !== undefined ? manager : DefaultLoadingManager; -+ -+ constructor( manager ) { -+ -+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -+ - this.crossOrigin = 'anonymous'; - this.withCredentials = false; - this.path = ''; - this.resourcePath = ''; - this.requestHeader = {}; -+ - } -- load( /* url, onLoad, onProgress, onError */) {} -- loadAsync(url, onProgress) { -+ -+ load( /* url, onLoad, onProgress, onError */ ) {} -+ -+ loadAsync( url, onProgress ) { -+ - const scope = this; -- return new Promise(function (resolve, reject) { -- scope.load(url, resolve, onProgress, reject); -- }); -+ -+ return new Promise( function ( resolve, reject ) { -+ -+ scope.load( url, resolve, onProgress, reject ); -+ -+ } ); -+ - } -- parse( /* data */) {} -- setCrossOrigin(crossOrigin) { -+ -+ parse( /* data */ ) {} -+ -+ setCrossOrigin( crossOrigin ) { -+ - this.crossOrigin = crossOrigin; - return this; -+ - } -- setWithCredentials(value) { -+ -+ setWithCredentials( value ) { -+ - this.withCredentials = value; - return this; -+ - } -- setPath(path) { -+ -+ setPath( path ) { -+ - this.path = path; - return this; -+ - } -- setResourcePath(resourcePath) { -+ -+ setResourcePath( resourcePath ) { -+ - this.resourcePath = resourcePath; - return this; -+ - } -- setRequestHeader(requestHeader) { -+ -+ setRequestHeader( requestHeader ) { -+ - this.requestHeader = requestHeader; - return this; -+ - } -+ - } - - const loading = {}; -+ - class HttpError extends Error { -- constructor(message, response) { -- super(message); -+ -+ constructor( message, response ) { -+ -+ super( message ); - this.response = response; -+ - } -+ - } -+ - class FileLoader extends Loader { -- constructor(manager) { -- super(manager); -- } -- load(url, onLoad, onProgress, onError) { -- if (url === undefined) url = ''; -- if (this.path !== undefined) url = this.path + url; -- url = this.manager.resolveURL(url); -- const cached = Cache.get(url); -- if (cached !== undefined) { -- this.manager.itemStart(url); -- setTimeout(() => { -- if (onLoad) onLoad(cached); -- this.manager.itemEnd(url); -- }, 0); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ -+ } -+ -+ load( url, onLoad, onProgress, onError ) { -+ -+ if ( url === undefined ) url = ''; -+ -+ if ( this.path !== undefined ) url = this.path + url; -+ -+ url = this.manager.resolveURL( url ); -+ -+ const cached = Cache.get( url ); -+ -+ if ( cached !== undefined ) { -+ -+ this.manager.itemStart( url ); -+ -+ setTimeout( () => { -+ -+ if ( onLoad ) onLoad( cached ); -+ -+ this.manager.itemEnd( url ); -+ -+ }, 0 ); -+ - return cached; -+ - } - - // Check if request is duplicate - -- if (loading[url] !== undefined) { -- loading[url].push({ -+ if ( loading[ url ] !== undefined ) { -+ -+ loading[ url ].push( { -+ - onLoad: onLoad, - onProgress: onProgress, - onError: onError -- }); -+ -+ } ); -+ - return; -+ - } - - // Initialise array for duplicate requests -- loading[url] = []; -- loading[url].push({ -+ loading[ url ] = []; -+ -+ loading[ url ].push( { - onLoad: onLoad, - onProgress: onProgress, -- onError: onError -- }); -+ onError: onError, -+ } ); - - // create request -- const req = new Request(url, { -- headers: new Headers(this.requestHeader), -- credentials: this.withCredentials ? 'include' : 'same-origin' -+ const req = new Request( url, { -+ headers: new Headers( this.requestHeader ), -+ credentials: this.withCredentials ? 'include' : 'same-origin', - // An abort controller could be added within a future PR -- }); -+ } ); - - // record states ( avoid data race ) - const mimeType = this.mimeType; - const responseType = this.responseType; - - // start the fetch -- fetch(req).then(response => { -- if (response.status === 200 || response.status === 0) { -- // Some browsers return HTTP Status 0 when using non-http protocol -- // e.g. 'file://' or 'data://'. Handle as success. -- -- if (response.status === 0) { -- console.warn('THREE.FileLoader: HTTP Status 0 received.'); -- } -- -- // Workaround: Checking if response.body === undefined for Alipay browser #23548 -- -- if (typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined) { -- return response; -- } -- const callbacks = loading[url]; -- const reader = response.body.getReader(); -- -- // Nginx needs X-File-Size check -- // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content -- const contentLength = response.headers.get('Content-Length') || response.headers.get('X-File-Size'); -- const total = contentLength ? parseInt(contentLength) : 0; -- const lengthComputable = total !== 0; -- let loaded = 0; -- -- // periodically read data into the new stream tracking while download progress -- const stream = new ReadableStream({ -- start(controller) { -- readData(); -- function readData() { -- reader.read().then(({ -- done, -- value -- }) => { -- if (done) { -- controller.close(); -- } else { -- loaded += value.byteLength; -- const event = new ProgressEvent('progress', { -- lengthComputable, -- loaded, -- total -- }); -- for (let i = 0, il = callbacks.length; i < il; i++) { -- const callback = callbacks[i]; -- if (callback.onProgress) callback.onProgress(event); -- } -- controller.enqueue(value); -- readData(); -- } -- }); -- } -+ fetch( req ) -+ .then( response => { -+ -+ if ( response.status === 200 || response.status === 0 ) { -+ -+ // Some browsers return HTTP Status 0 when using non-http protocol -+ // e.g. 'file://' or 'data://'. Handle as success. -+ -+ if ( response.status === 0 ) { -+ -+ console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); -+ - } -- }); -- return new Response(stream); -- } else { -- throw new HttpError(`fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response); -- } -- }).then(response => { -- switch (responseType) { -- case 'arraybuffer': -- return response.arrayBuffer(); -- case 'blob': -- return response.blob(); -- case 'document': -- return response.text().then(text => { -- const parser = new DOMParser(); -- return parser.parseFromString(text, mimeType); -- }); -- case 'json': -- return response.json(); -- default: -- if (mimeType === undefined) { -- return response.text(); -- } else { -- // sniff encoding -- const re = /charset="?([^;"\s]*)"?/i; -- const exec = re.exec(mimeType); -- const label = exec && exec[1] ? exec[1].toLowerCase() : undefined; -- const decoder = new TextDecoder(label); -- return response.arrayBuffer().then(ab => decoder.decode(ab)); -+ -+ // Workaround: Checking if response.body === undefined for Alipay browser #23548 -+ -+ if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { -+ -+ return response; -+ - } -- } -- }).then(data => { -- // Add to cache only on HTTP success, so that we do not cache -- // error response bodies as proper responses to requests. -- Cache.add(url, data); -- const callbacks = loading[url]; -- delete loading[url]; -- for (let i = 0, il = callbacks.length; i < il; i++) { -- const callback = callbacks[i]; -- if (callback.onLoad) callback.onLoad(data); -- } -- }).catch(err => { -- // Abort errors and other errors are handled the same -- -- const callbacks = loading[url]; -- if (callbacks === undefined) { -- // When onLoad was called and url was deleted in `loading` -- this.manager.itemError(url); -- throw err; -- } -- delete loading[url]; -- for (let i = 0, il = callbacks.length; i < il; i++) { -- const callback = callbacks[i]; -- if (callback.onError) callback.onError(err); -- } -- this.manager.itemError(url); -- }).finally(() => { -- this.manager.itemEnd(url); -- }); -- this.manager.itemStart(url); -- } -- setResponseType(value) { -+ -+ const callbacks = loading[ url ]; -+ const reader = response.body.getReader(); -+ -+ // Nginx needs X-File-Size check -+ // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content -+ const contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' ); -+ const total = contentLength ? parseInt( contentLength ) : 0; -+ const lengthComputable = total !== 0; -+ let loaded = 0; -+ -+ // periodically read data into the new stream tracking while download progress -+ const stream = new ReadableStream( { -+ start( controller ) { -+ -+ readData(); -+ -+ function readData() { -+ -+ reader.read().then( ( { done, value } ) => { -+ -+ if ( done ) { -+ -+ controller.close(); -+ -+ } else { -+ -+ loaded += value.byteLength; -+ -+ const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); -+ for ( let i = 0, il = callbacks.length; i < il; i ++ ) { -+ -+ const callback = callbacks[ i ]; -+ if ( callback.onProgress ) callback.onProgress( event ); -+ -+ } -+ -+ controller.enqueue( value ); -+ readData(); -+ -+ } -+ -+ } ); -+ -+ } -+ -+ } -+ -+ } ); -+ -+ return new Response( stream ); -+ -+ } else { -+ -+ throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); -+ -+ } -+ -+ } ) -+ .then( response => { -+ -+ switch ( responseType ) { -+ -+ case 'arraybuffer': -+ -+ return response.arrayBuffer(); -+ -+ case 'blob': -+ -+ return response.blob(); -+ -+ case 'document': -+ -+ return response.text() -+ .then( text => { -+ -+ const parser = new DOMParser(); -+ return parser.parseFromString( text, mimeType ); -+ -+ } ); -+ -+ case 'json': -+ -+ return response.json(); -+ -+ default: -+ -+ if ( mimeType === undefined ) { -+ -+ return response.text(); -+ -+ } else { -+ -+ // sniff encoding -+ const re = /charset="?([^;"\s]*)"?/i; -+ const exec = re.exec( mimeType ); -+ const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; -+ const decoder = new TextDecoder( label ); -+ return response.arrayBuffer().then( ab => decoder.decode( ab ) ); -+ -+ } -+ -+ } -+ -+ } ) -+ .then( data => { -+ -+ // Add to cache only on HTTP success, so that we do not cache -+ // error response bodies as proper responses to requests. -+ Cache.add( url, data ); -+ -+ const callbacks = loading[ url ]; -+ delete loading[ url ]; -+ -+ for ( let i = 0, il = callbacks.length; i < il; i ++ ) { -+ -+ const callback = callbacks[ i ]; -+ if ( callback.onLoad ) callback.onLoad( data ); -+ -+ } -+ -+ } ) -+ .catch( err => { -+ -+ // Abort errors and other errors are handled the same -+ -+ const callbacks = loading[ url ]; -+ -+ if ( callbacks === undefined ) { -+ -+ // When onLoad was called and url was deleted in `loading` -+ this.manager.itemError( url ); -+ throw err; -+ -+ } -+ -+ delete loading[ url ]; -+ -+ for ( let i = 0, il = callbacks.length; i < il; i ++ ) { -+ -+ const callback = callbacks[ i ]; -+ if ( callback.onError ) callback.onError( err ); -+ -+ } -+ -+ this.manager.itemError( url ); -+ -+ } ) -+ .finally( () => { -+ -+ this.manager.itemEnd( url ); -+ -+ } ); -+ -+ this.manager.itemStart( url ); -+ -+ } -+ -+ setResponseType( value ) { -+ - this.responseType = value; - return this; -+ - } -- setMimeType(value) { -+ -+ setMimeType( value ) { -+ - this.mimeType = value; - return this; -+ - } -+ - } - - class AnimationLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ loader.load( url, function ( text ) { -+ - try { -- onLoad(scope.parse(JSON.parse(text))); -- } catch (e) { -- if (onError) { -- onError(e); -+ -+ onLoad( scope.parse( JSON.parse( text ) ) ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- parse(json) { -+ -+ parse( json ) { -+ - const animations = []; -- for (let i = 0; i < json.length; i++) { -- const clip = AnimationClip.parse(json[i]); -- animations.push(clip); -+ -+ for ( let i = 0; i < json.length; i ++ ) { -+ -+ const clip = AnimationClip.parse( json[ i ] ); -+ -+ animations.push( clip ); -+ - } -+ - return animations; -+ - } -+ - } - - /** -@@ -26241,148 +41022,259 @@ - */ - - class CompressedTextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -+ - const images = []; -+ - const texture = new CompressedTexture(); -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setResponseType('arraybuffer'); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(scope.withCredentials); -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setResponseType( 'arraybuffer' ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( scope.withCredentials ); -+ - let loaded = 0; -- function loadTexture(i) { -- loader.load(url[i], function (buffer) { -- const texDatas = scope.parse(buffer, true); -- images[i] = { -+ -+ function loadTexture( i ) { -+ -+ loader.load( url[ i ], function ( buffer ) { -+ -+ const texDatas = scope.parse( buffer, true ); -+ -+ images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; -+ - loaded += 1; -- if (loaded === 6) { -- if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter; -+ -+ if ( loaded === 6 ) { -+ -+ if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; -+ - texture.image = images; - texture.format = texDatas.format; - texture.needsUpdate = true; -- if (onLoad) onLoad(texture); -+ -+ if ( onLoad ) onLoad( texture ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- if (Array.isArray(url)) { -- for (let i = 0, il = url.length; i < il; ++i) { -- loadTexture(i); -+ -+ if ( Array.isArray( url ) ) { -+ -+ for ( let i = 0, il = url.length; i < il; ++ i ) { -+ -+ loadTexture( i ); -+ - } -+ - } else { -+ - // compressed cubemap texture stored in a single DDS file - -- loader.load(url, function (buffer) { -- const texDatas = scope.parse(buffer, true); -- if (texDatas.isCubemap) { -+ loader.load( url, function ( buffer ) { -+ -+ const texDatas = scope.parse( buffer, true ); -+ -+ if ( texDatas.isCubemap ) { -+ - const faces = texDatas.mipmaps.length / texDatas.mipmapCount; -- for (let f = 0; f < faces; f++) { -- images[f] = { -- mipmaps: [] -- }; -- for (let i = 0; i < texDatas.mipmapCount; i++) { -- images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]); -- images[f].format = texDatas.format; -- images[f].width = texDatas.width; -- images[f].height = texDatas.height; -+ -+ for ( let f = 0; f < faces; f ++ ) { -+ -+ images[ f ] = { mipmaps: [] }; -+ -+ for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { -+ -+ images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); -+ images[ f ].format = texDatas.format; -+ images[ f ].width = texDatas.width; -+ images[ f ].height = texDatas.height; -+ - } -+ - } -+ - texture.image = images; -+ - } else { -+ - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; -+ - } -- if (texDatas.mipmapCount === 1) { -+ -+ if ( texDatas.mipmapCount === 1 ) { -+ - texture.minFilter = LinearFilter; -+ - } -+ - texture.format = texDatas.format; - texture.needsUpdate = true; -- if (onLoad) onLoad(texture); -- }, onProgress, onError); -+ -+ if ( onLoad ) onLoad( texture ); -+ -+ }, onProgress, onError ); -+ - } -+ - return texture; -+ - } -+ - } - - class ImageLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -- if (this.path !== undefined) url = this.path + url; -- url = this.manager.resolveURL(url); -+ -+ load( url, onLoad, onProgress, onError ) { -+ -+ if ( this.path !== undefined ) url = this.path + url; -+ -+ url = this.manager.resolveURL( url ); -+ - const scope = this; -- const cached = Cache.get(url); -- if (cached !== undefined) { -- scope.manager.itemStart(url); -- setTimeout(function () { -- if (onLoad) onLoad(cached); -- scope.manager.itemEnd(url); -- }, 0); -+ -+ const cached = Cache.get( url ); -+ -+ if ( cached !== undefined ) { -+ -+ scope.manager.itemStart( url ); -+ -+ setTimeout( function () { -+ -+ if ( onLoad ) onLoad( cached ); -+ -+ scope.manager.itemEnd( url ); -+ -+ }, 0 ); -+ - return cached; -+ - } -- const image = createElementNS('img'); -+ -+ const image = createElementNS( 'img' ); -+ - function onImageLoad() { -+ - removeEventListeners(); -- Cache.add(url, this); -- if (onLoad) onLoad(this); -- scope.manager.itemEnd(url); -+ -+ Cache.add( url, this ); -+ -+ if ( onLoad ) onLoad( this ); -+ -+ scope.manager.itemEnd( url ); -+ - } -- function onImageError(event) { -+ -+ function onImageError( event ) { -+ - removeEventListeners(); -- if (onError) onError(event); -- scope.manager.itemError(url); -- scope.manager.itemEnd(url); -+ -+ if ( onError ) onError( event ); -+ -+ scope.manager.itemError( url ); -+ scope.manager.itemEnd( url ); -+ - } -+ - function removeEventListeners() { -- image.removeEventListener('load', onImageLoad, false); -- image.removeEventListener('error', onImageError, false); -+ -+ image.removeEventListener( 'load', onImageLoad, false ); -+ image.removeEventListener( 'error', onImageError, false ); -+ - } -- image.addEventListener('load', onImageLoad, false); -- image.addEventListener('error', onImageError, false); -- if (url.slice(0, 5) !== 'data:') { -- if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin; -+ -+ image.addEventListener( 'load', onImageLoad, false ); -+ image.addEventListener( 'error', onImageError, false ); -+ -+ if ( url.slice( 0, 5 ) !== 'data:' ) { -+ -+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; -+ - } -- scope.manager.itemStart(url); -+ -+ scope.manager.itemStart( url ); -+ - image.src = url; -+ - return image; -+ - } -+ - } - -- class CubeTextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ class CubeTextureLoader extends Loader { -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(urls, onLoad, onProgress, onError) { -+ -+ load( urls, onLoad, onProgress, onError ) { -+ - const texture = new CubeTexture(); -- const loader = new ImageLoader(this.manager); -- loader.setCrossOrigin(this.crossOrigin); -- loader.setPath(this.path); -+ -+ const loader = new ImageLoader( this.manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ loader.setPath( this.path ); -+ - let loaded = 0; -- function loadTexture(i) { -- loader.load(urls[i], function (image) { -- texture.images[i] = image; -- loaded++; -- if (loaded === 6) { -+ -+ function loadTexture( i ) { -+ -+ loader.load( urls[ i ], function ( image ) { -+ -+ texture.images[ i ] = image; -+ -+ loaded ++; -+ -+ if ( loaded === 6 ) { -+ - texture.needsUpdate = true; -- if (onLoad) onLoad(texture); -+ -+ if ( onLoad ) onLoad( texture ); -+ - } -- }, undefined, onError); -+ -+ }, undefined, onError ); -+ - } -- for (let i = 0; i < urls.length; ++i) { -- loadTexture(i); -+ -+ for ( let i = 0; i < urls.length; ++ i ) { -+ -+ loadTexture( i ); -+ - } -+ - return texture; -+ - } -+ - } - - /** -@@ -26392,817 +41284,1314 @@ - */ - - class DataTextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -+ - const texture = new DataTexture(); -- const loader = new FileLoader(this.manager); -- loader.setResponseType('arraybuffer'); -- loader.setRequestHeader(this.requestHeader); -- loader.setPath(this.path); -- loader.setWithCredentials(scope.withCredentials); -- loader.load(url, function (buffer) { -- const texData = scope.parse(buffer); -- if (!texData) return; -- if (texData.image !== undefined) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setResponseType( 'arraybuffer' ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setPath( this.path ); -+ loader.setWithCredentials( scope.withCredentials ); -+ loader.load( url, function ( buffer ) { -+ -+ const texData = scope.parse( buffer ); -+ -+ if ( ! texData ) return; -+ -+ if ( texData.image !== undefined ) { -+ - texture.image = texData.image; -- } else if (texData.data !== undefined) { -+ -+ } else if ( texData.data !== undefined ) { -+ - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; -+ - } -+ - texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; -+ - texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; - texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; -+ - texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; -- if (texData.encoding !== undefined) { -+ -+ if ( texData.encoding !== undefined ) { -+ - texture.encoding = texData.encoding; -+ - } -- if (texData.flipY !== undefined) { -+ -+ if ( texData.flipY !== undefined ) { -+ - texture.flipY = texData.flipY; -+ - } -- if (texData.format !== undefined) { -+ -+ if ( texData.format !== undefined ) { -+ - texture.format = texData.format; -+ - } -- if (texData.type !== undefined) { -+ -+ if ( texData.type !== undefined ) { -+ - texture.type = texData.type; -+ - } -- if (texData.mipmaps !== undefined) { -+ -+ if ( texData.mipmaps !== undefined ) { -+ - texture.mipmaps = texData.mipmaps; - texture.minFilter = LinearMipmapLinearFilter; // presumably... -+ - } - -- if (texData.mipmapCount === 1) { -+ if ( texData.mipmapCount === 1 ) { -+ - texture.minFilter = LinearFilter; -+ - } -- if (texData.generateMipmaps !== undefined) { -+ -+ if ( texData.generateMipmaps !== undefined ) { -+ - texture.generateMipmaps = texData.generateMipmaps; -+ - } -+ - texture.needsUpdate = true; -- if (onLoad) onLoad(texture, texData); -- }, onProgress, onError); -+ -+ if ( onLoad ) onLoad( texture, texData ); -+ -+ }, onProgress, onError ); -+ -+ - return texture; -+ - } -+ - } - - class TextureLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const texture = new Texture(); -- const loader = new ImageLoader(this.manager); -- loader.setCrossOrigin(this.crossOrigin); -- loader.setPath(this.path); -- loader.load(url, function (image) { -+ -+ const loader = new ImageLoader( this.manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ loader.setPath( this.path ); -+ -+ loader.load( url, function ( image ) { -+ - texture.image = image; - texture.needsUpdate = true; -- if (onLoad !== undefined) { -- onLoad(texture); -+ -+ if ( onLoad !== undefined ) { -+ -+ onLoad( texture ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - return texture; -+ - } -+ - } - - class Light extends Object3D { -- constructor(color, intensity = 1) { -+ -+ constructor( color, intensity = 1 ) { -+ - super(); -+ - this.isLight = true; -+ - this.type = 'Light'; -- this.color = new Color(color); -+ -+ this.color = new Color( color ); - this.intensity = intensity; -+ - } -+ - dispose() { - - // Empty here in base class; some subclasses override. -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.color.copy(source.color); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.color.copy( source.color ); - this.intensity = source.intensity; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; -- if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex(); -- if (this.distance !== undefined) data.object.distance = this.distance; -- if (this.angle !== undefined) data.object.angle = this.angle; -- if (this.decay !== undefined) data.object.decay = this.decay; -- if (this.penumbra !== undefined) data.object.penumbra = this.penumbra; -- if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON(); -+ -+ if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); -+ -+ if ( this.distance !== undefined ) data.object.distance = this.distance; -+ if ( this.angle !== undefined ) data.object.angle = this.angle; -+ if ( this.decay !== undefined ) data.object.decay = this.decay; -+ if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; -+ -+ if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); -+ - return data; -+ - } -+ - } - - class HemisphereLight extends Light { -- constructor(skyColor, groundColor, intensity) { -- super(skyColor, intensity); -+ -+ constructor( skyColor, groundColor, intensity ) { -+ -+ super( skyColor, intensity ); -+ - this.isHemisphereLight = true; -+ - this.type = 'HemisphereLight'; -- this.position.copy(Object3D.DefaultUp); -+ -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); -- this.groundColor = new Color(groundColor); -+ -+ this.groundColor = new Color( groundColor ); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -- this.groundColor.copy(source.groundColor); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ -+ this.groundColor.copy( source.groundColor ); -+ - return this; -+ - } -+ - } - -- const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4(); -- const _lightPositionWorld$1 = /*@__PURE__*/new Vector3(); -- const _lookTarget$1 = /*@__PURE__*/new Vector3(); -+ const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); -+ const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3(); -+ const _lookTarget$1 = /*@__PURE__*/ new Vector3(); -+ - class LightShadow { -- constructor(camera) { -+ -+ constructor( camera ) { -+ - this.camera = camera; -+ - this.bias = 0; - this.normalBias = 0; - this.radius = 1; - this.blurSamples = 8; -- this.mapSize = new Vector2(512, 512); -+ -+ this.mapSize = new Vector2( 512, 512 ); -+ - this.map = null; - this.mapPass = null; - this.matrix = new Matrix4(); -+ - this.autoUpdate = true; - this.needsUpdate = false; -+ - this._frustum = new Frustum(); -- this._frameExtents = new Vector2(1, 1); -+ this._frameExtents = new Vector2( 1, 1 ); -+ - this._viewportCount = 1; -- this._viewports = [new Vector4(0, 0, 1, 1)]; -+ -+ this._viewports = [ -+ -+ new Vector4( 0, 0, 1, 1 ) -+ -+ ]; -+ - } -+ - getViewportCount() { -+ - return this._viewportCount; -+ - } -+ - getFrustum() { -+ - return this._frustum; -+ - } -- updateMatrices(light) { -+ -+ updateMatrices( light ) { -+ - const shadowCamera = this.camera; - const shadowMatrix = this.matrix; -- _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld); -- shadowCamera.position.copy(_lightPositionWorld$1); -- _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld); -- shadowCamera.lookAt(_lookTarget$1); -+ -+ _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); -+ shadowCamera.position.copy( _lightPositionWorld$1 ); -+ -+ _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); -+ shadowCamera.lookAt( _lookTarget$1 ); - shadowCamera.updateMatrixWorld(); -- _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse); -- this._frustum.setFromProjectionMatrix(_projScreenMatrix$1); -- shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); -- shadowMatrix.multiply(_projScreenMatrix$1); -+ -+ _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); -+ this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); -+ -+ shadowMatrix.set( -+ 0.5, 0.0, 0.0, 0.5, -+ 0.0, 0.5, 0.0, 0.5, -+ 0.0, 0.0, 0.5, 0.5, -+ 0.0, 0.0, 0.0, 1.0 -+ ); -+ -+ shadowMatrix.multiply( _projScreenMatrix$1 ); -+ - } -- getViewport(viewportIndex) { -- return this._viewports[viewportIndex]; -+ -+ getViewport( viewportIndex ) { -+ -+ return this._viewports[ viewportIndex ]; -+ - } -+ - getFrameExtents() { -+ - return this._frameExtents; -+ - } -+ - dispose() { -- if (this.map) { -+ -+ if ( this.map ) { -+ - this.map.dispose(); -+ - } -- if (this.mapPass) { -+ -+ if ( this.mapPass ) { -+ - this.mapPass.dispose(); -+ - } -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.camera = source.camera.clone(); -+ - this.bias = source.bias; - this.radius = source.radius; -- this.mapSize.copy(source.mapSize); -+ -+ this.mapSize.copy( source.mapSize ); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - toJSON() { -+ - const object = {}; -- if (this.bias !== 0) object.bias = this.bias; -- if (this.normalBias !== 0) object.normalBias = this.normalBias; -- if (this.radius !== 1) object.radius = this.radius; -- if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray(); -- object.camera = this.camera.toJSON(false).object; -+ -+ if ( this.bias !== 0 ) object.bias = this.bias; -+ if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; -+ if ( this.radius !== 1 ) object.radius = this.radius; -+ if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); -+ -+ object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; -+ - return object; -+ - } -+ - } - - class SpotLightShadow extends LightShadow { -+ - constructor() { -- super(new PerspectiveCamera(50, 1, 0.5, 500)); -+ -+ super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); -+ - this.isSpotLightShadow = true; -+ - this.focus = 1; -+ - } -- updateMatrices(light) { -+ -+ updateMatrices( light ) { -+ - const camera = this.camera; -+ - const fov = RAD2DEG * 2 * light.angle * this.focus; - const aspect = this.mapSize.width / this.mapSize.height; - const far = light.distance || camera.far; -- if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) { -+ -+ if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { -+ - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); -+ - } -- super.updateMatrices(light); -+ -+ super.updateMatrices( light ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.focus = source.focus; -+ - return this; -+ - } -+ - } - - class SpotLight extends Light { -- constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2) { -- super(color, intensity); -+ -+ constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { -+ -+ super( color, intensity ); -+ - this.isSpotLight = true; -+ - this.type = 'SpotLight'; -- this.position.copy(Object3D.DefaultUp); -+ -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); -+ - this.target = new Object3D(); -+ - this.distance = distance; - this.angle = angle; - this.penumbra = penumbra; - this.decay = decay; -+ - this.map = null; -+ - this.shadow = new SpotLightShadow(); -+ - } -+ - get power() { -+ - // compute the light's luminous power (in lumens) from its intensity (in candela) - // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) - return this.intensity * Math.PI; -+ - } -- set power(power) { -+ -+ set power( power ) { -+ - // set the light's intensity (in candela) from the desired luminous power (in lumens) - this.intensity = power / Math.PI; -+ - } -+ - dispose() { -+ - this.shadow.dispose(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; -+ - this.target = source.target.clone(); -+ - this.shadow = source.shadow.clone(); -+ - return this; -+ - } -+ - } - -- const _projScreenMatrix = /*@__PURE__*/new Matrix4(); -- const _lightPositionWorld = /*@__PURE__*/new Vector3(); -- const _lookTarget = /*@__PURE__*/new Vector3(); -+ const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); -+ const _lightPositionWorld = /*@__PURE__*/ new Vector3(); -+ const _lookTarget = /*@__PURE__*/ new Vector3(); -+ - class PointLightShadow extends LightShadow { -+ - constructor() { -- super(new PerspectiveCamera(90, 1, 0.5, 500)); -+ -+ super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); -+ - this.isPointLightShadow = true; -- this._frameExtents = new Vector2(4, 2); -+ -+ this._frameExtents = new Vector2( 4, 2 ); -+ - this._viewportCount = 6; -+ - this._viewports = [ -- // These viewports map a cube-map onto a 2D texture with the -- // following orientation: -- // -- // xzXZ -- // y Y -- // -- // X - Positive x direction -- // x - Negative x direction -- // Y - Positive y direction -- // y - Negative y direction -- // Z - Positive z direction -- // z - Negative z direction -- -- // positive X -- new Vector4(2, 1, 1, 1), -- // negative X -- new Vector4(0, 1, 1, 1), -- // positive Z -- new Vector4(3, 1, 1, 1), -- // negative Z -- new Vector4(1, 1, 1, 1), -- // positive Y -- new Vector4(3, 0, 1, 1), -- // negative Y -- new Vector4(1, 0, 1, 1)]; -- this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)]; -- this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)]; -- } -- updateMatrices(light, viewportIndex = 0) { -+ // These viewports map a cube-map onto a 2D texture with the -+ // following orientation: -+ // -+ // xzXZ -+ // y Y -+ // -+ // X - Positive x direction -+ // x - Negative x direction -+ // Y - Positive y direction -+ // y - Negative y direction -+ // Z - Positive z direction -+ // z - Negative z direction -+ -+ // positive X -+ new Vector4( 2, 1, 1, 1 ), -+ // negative X -+ new Vector4( 0, 1, 1, 1 ), -+ // positive Z -+ new Vector4( 3, 1, 1, 1 ), -+ // negative Z -+ new Vector4( 1, 1, 1, 1 ), -+ // positive Y -+ new Vector4( 3, 0, 1, 1 ), -+ // negative Y -+ new Vector4( 1, 0, 1, 1 ) -+ ]; -+ -+ this._cubeDirections = [ -+ new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), -+ new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) -+ ]; -+ -+ this._cubeUps = [ -+ new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), -+ new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) -+ ]; -+ -+ } -+ -+ updateMatrices( light, viewportIndex = 0 ) { -+ - const camera = this.camera; - const shadowMatrix = this.matrix; -+ - const far = light.distance || camera.far; -- if (far !== camera.far) { -+ -+ if ( far !== camera.far ) { -+ - camera.far = far; - camera.updateProjectionMatrix(); -+ - } -- _lightPositionWorld.setFromMatrixPosition(light.matrixWorld); -- camera.position.copy(_lightPositionWorld); -- _lookTarget.copy(camera.position); -- _lookTarget.add(this._cubeDirections[viewportIndex]); -- camera.up.copy(this._cubeUps[viewportIndex]); -- camera.lookAt(_lookTarget); -+ -+ _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); -+ camera.position.copy( _lightPositionWorld ); -+ -+ _lookTarget.copy( camera.position ); -+ _lookTarget.add( this._cubeDirections[ viewportIndex ] ); -+ camera.up.copy( this._cubeUps[ viewportIndex ] ); -+ camera.lookAt( _lookTarget ); - camera.updateMatrixWorld(); -- shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z); -- _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); -- this._frustum.setFromProjectionMatrix(_projScreenMatrix); -+ -+ shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); -+ -+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); -+ this._frustum.setFromProjectionMatrix( _projScreenMatrix ); -+ - } -+ - } - - class PointLight extends Light { -- constructor(color, intensity, distance = 0, decay = 2) { -- super(color, intensity); -+ -+ constructor( color, intensity, distance = 0, decay = 2 ) { -+ -+ super( color, intensity ); -+ - this.isPointLight = true; -+ - this.type = 'PointLight'; -+ - this.distance = distance; - this.decay = decay; -+ - this.shadow = new PointLightShadow(); -+ - } -+ - get power() { -+ - // compute the light's luminous power (in lumens) from its intensity (in candela) - // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) - return this.intensity * 4 * Math.PI; -+ - } -- set power(power) { -+ -+ set power( power ) { -+ - // set the light's intensity (in candela) from the desired luminous power (in lumens) -- this.intensity = power / (4 * Math.PI); -+ this.intensity = power / ( 4 * Math.PI ); -+ - } -+ - dispose() { -+ - this.shadow.dispose(); -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.distance = source.distance; - this.decay = source.decay; -+ - this.shadow = source.shadow.clone(); -+ - return this; -+ - } -+ - } - - class DirectionalLightShadow extends LightShadow { -+ - constructor() { -- super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500)); -+ -+ super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); -+ - this.isDirectionalLightShadow = true; -+ - } -+ - } - - class DirectionalLight extends Light { -- constructor(color, intensity) { -- super(color, intensity); -+ -+ constructor( color, intensity ) { -+ -+ super( color, intensity ); -+ - this.isDirectionalLight = true; -+ - this.type = 'DirectionalLight'; -- this.position.copy(Object3D.DefaultUp); -+ -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); -+ - this.target = new Object3D(); -+ - this.shadow = new DirectionalLightShadow(); -+ - } -+ - dispose() { -+ - this.shadow.dispose(); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.target = source.target.clone(); - this.shadow = source.shadow.clone(); -+ - return this; -+ - } -+ - } - - class AmbientLight extends Light { -- constructor(color, intensity) { -- super(color, intensity); -+ -+ constructor( color, intensity ) { -+ -+ super( color, intensity ); -+ - this.isAmbientLight = true; -+ - this.type = 'AmbientLight'; -+ - } -+ - } - - class RectAreaLight extends Light { -- constructor(color, intensity, width = 10, height = 10) { -- super(color, intensity); -+ -+ constructor( color, intensity, width = 10, height = 10 ) { -+ -+ super( color, intensity ); -+ - this.isRectAreaLight = true; -+ - this.type = 'RectAreaLight'; -+ - this.width = width; - this.height = height; -+ - } -+ - get power() { -+ - // compute the light's luminous power (in lumens) from its intensity (in nits) - return this.intensity * this.width * this.height * Math.PI; -+ - } -- set power(power) { -+ -+ set power( power ) { -+ - // set the light's intensity (in nits) from the desired luminous power (in lumens) -- this.intensity = power / (this.width * this.height * Math.PI); -+ this.intensity = power / ( this.width * this.height * Math.PI ); -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.width = source.width; - this.height = source.height; -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.width = this.width; - data.object.height = this.height; -+ - return data; -+ - } -+ - } - - /** - * Primary reference: -- * https://graphics.stanford.edu/papers/envmap/envmap.pdf -+ * https://graphics.stanford.edu/papers/envmap/envmap.pdf - * - * Secondary reference: -- * https://www.ppsloan.org/publications/StupidSH36.pdf -+ * https://www.ppsloan.org/publications/StupidSH36.pdf - */ - - // 3-band SH defined by 9 coefficients - - class SphericalHarmonics3 { -+ - constructor() { -+ - this.isSphericalHarmonics3 = true; -+ - this.coefficients = []; -- for (let i = 0; i < 9; i++) { -- this.coefficients.push(new Vector3()); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients.push( new Vector3() ); -+ - } -+ - } -- set(coefficients) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].copy(coefficients[i]); -+ -+ set( coefficients ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].copy( coefficients[ i ] ); -+ - } -+ - return this; -+ - } -+ - zero() { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].set(0, 0, 0); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].set( 0, 0, 0 ); -+ - } -+ - return this; -+ - } - - // get the radiance in the direction of the normal - // target is a Vector3 -- getAt(normal, target) { -+ getAt( normal, target ) { -+ - // normal is assumed to be unit length - -- const x = normal.x, -- y = normal.y, -- z = normal.z; -+ const x = normal.x, y = normal.y, z = normal.z; -+ - const coeff = this.coefficients; - - // band 0 -- target.copy(coeff[0]).multiplyScalar(0.282095); -+ target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); - - // band 1 -- target.addScaledVector(coeff[1], 0.488603 * y); -- target.addScaledVector(coeff[2], 0.488603 * z); -- target.addScaledVector(coeff[3], 0.488603 * x); -+ target.addScaledVector( coeff[ 1 ], 0.488603 * y ); -+ target.addScaledVector( coeff[ 2 ], 0.488603 * z ); -+ target.addScaledVector( coeff[ 3 ], 0.488603 * x ); - - // band 2 -- target.addScaledVector(coeff[4], 1.092548 * (x * y)); -- target.addScaledVector(coeff[5], 1.092548 * (y * z)); -- target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0)); -- target.addScaledVector(coeff[7], 1.092548 * (x * z)); -- target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y)); -+ target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); -+ target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); -+ target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); -+ target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); -+ target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); -+ - return target; -+ - } - - // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal - // target is a Vector3 - // https://graphics.stanford.edu/papers/envmap/envmap.pdf -- getIrradianceAt(normal, target) { -+ getIrradianceAt( normal, target ) { -+ - // normal is assumed to be unit length - -- const x = normal.x, -- y = normal.y, -- z = normal.z; -+ const x = normal.x, y = normal.y, z = normal.z; -+ - const coeff = this.coefficients; - - // band 0 -- target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095 -+ target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 - - // band 1 -- target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603 -- target.addScaledVector(coeff[2], 2.0 * 0.511664 * z); -- target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); -+ target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 -+ target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); -+ target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); - - // band 2 -- target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548 -- target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z); -- target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3 -- target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z); -- target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274 -+ target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 -+ target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); -+ target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 -+ target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); -+ target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 - - return target; -+ - } -- add(sh) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].add(sh.coefficients[i]); -+ -+ add( sh ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].add( sh.coefficients[ i ] ); -+ - } -+ - return this; -+ - } -- addScaledSH(sh, s) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].addScaledVector(sh.coefficients[i], s); -+ -+ addScaledSH( sh, s ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); -+ - } -+ - return this; -+ - } -- scale(s) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].multiplyScalar(s); -+ -+ scale( s ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].multiplyScalar( s ); -+ - } -+ - return this; -+ - } -- lerp(sh, alpha) { -- for (let i = 0; i < 9; i++) { -- this.coefficients[i].lerp(sh.coefficients[i], alpha); -+ -+ lerp( sh, alpha ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); -+ - } -+ - return this; -+ - } -- equals(sh) { -- for (let i = 0; i < 9; i++) { -- if (!this.coefficients[i].equals(sh.coefficients[i])) { -+ -+ equals( sh ) { -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { -+ - return false; -+ - } -+ - } -+ - return true; -+ - } -- copy(sh) { -- return this.set(sh.coefficients); -+ -+ copy( sh ) { -+ -+ return this.set( sh.coefficients ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- fromArray(array, offset = 0) { -+ -+ fromArray( array, offset = 0 ) { -+ - const coefficients = this.coefficients; -- for (let i = 0; i < 9; i++) { -- coefficients[i].fromArray(array, offset + i * 3); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); -+ - } -+ - return this; -+ - } -- toArray(array = [], offset = 0) { -+ -+ toArray( array = [], offset = 0 ) { -+ - const coefficients = this.coefficients; -- for (let i = 0; i < 9; i++) { -- coefficients[i].toArray(array, offset + i * 3); -+ -+ for ( let i = 0; i < 9; i ++ ) { -+ -+ coefficients[ i ].toArray( array, offset + ( i * 3 ) ); -+ - } -+ - return array; -+ - } - - // evaluate the basis functions - // shBasis is an Array[ 9 ] -- static getBasisAt(normal, shBasis) { -+ static getBasisAt( normal, shBasis ) { -+ - // normal is assumed to be unit length - -- const x = normal.x, -- y = normal.y, -- z = normal.z; -+ const x = normal.x, y = normal.y, z = normal.z; - - // band 0 -- shBasis[0] = 0.282095; -+ shBasis[ 0 ] = 0.282095; - - // band 1 -- shBasis[1] = 0.488603 * y; -- shBasis[2] = 0.488603 * z; -- shBasis[3] = 0.488603 * x; -+ shBasis[ 1 ] = 0.488603 * y; -+ shBasis[ 2 ] = 0.488603 * z; -+ shBasis[ 3 ] = 0.488603 * x; - - // band 2 -- shBasis[4] = 1.092548 * x * y; -- shBasis[5] = 1.092548 * y * z; -- shBasis[6] = 0.315392 * (3 * z * z - 1); -- shBasis[7] = 1.092548 * x * z; -- shBasis[8] = 0.546274 * (x * x - y * y); -+ shBasis[ 4 ] = 1.092548 * x * y; -+ shBasis[ 5 ] = 1.092548 * y * z; -+ shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); -+ shBasis[ 7 ] = 1.092548 * x * z; -+ shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); -+ - } -+ - } - - class LightProbe extends Light { -- constructor(sh = new SphericalHarmonics3(), intensity = 1) { -- super(undefined, intensity); -+ -+ constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { -+ -+ super( undefined, intensity ); -+ - this.isLightProbe = true; -+ - this.sh = sh; -+ - } -- copy(source) { -- super.copy(source); -- this.sh.copy(source.sh); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ -+ this.sh.copy( source.sh ); -+ - return this; -+ - } -- fromJSON(json) { -+ -+ fromJSON( json ) { -+ - this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); -- this.sh.fromArray(json.sh); -+ this.sh.fromArray( json.sh ); -+ - return this; -+ - } -- toJSON(meta) { -- const data = super.toJSON(meta); -+ -+ toJSON( meta ) { -+ -+ const data = super.toJSON( meta ); -+ - data.object.sh = this.sh.toArray(); -+ - return data; -+ - } -+ - } - - class MaterialLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); - this.textures = {}; -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(scope.manager); -- loader.setPath(scope.path); -- loader.setRequestHeader(scope.requestHeader); -- loader.setWithCredentials(scope.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( scope.manager ); -+ loader.setPath( scope.path ); -+ loader.setRequestHeader( scope.requestHeader ); -+ loader.setWithCredentials( scope.withCredentials ); -+ loader.load( url, function ( text ) { -+ - try { -- onLoad(scope.parse(JSON.parse(text))); -- } catch (e) { -- if (onError) { -- onError(e); -+ -+ onLoad( scope.parse( JSON.parse( text ) ) ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- parse(json) { -+ -+ parse( json ) { -+ - const textures = this.textures; -- function getTexture(name) { -- if (textures[name] === undefined) { -- console.warn('THREE.MaterialLoader: Undefined texture', name); -- } -- return textures[name]; -- } -- const material = MaterialLoader.createMaterialFromType(json.type); -- if (json.uuid !== undefined) material.uuid = json.uuid; -- if (json.name !== undefined) material.name = json.name; -- if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color); -- if (json.roughness !== undefined) material.roughness = json.roughness; -- if (json.metalness !== undefined) material.metalness = json.metalness; -- if (json.sheen !== undefined) material.sheen = json.sheen; -- if (json.sheenColor !== undefined) material.sheenColor = new Color().setHex(json.sheenColor); -- if (json.sheenRoughness !== undefined) material.sheenRoughness = json.sheenRoughness; -- if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive); -- if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular); -- if (json.specularIntensity !== undefined) material.specularIntensity = json.specularIntensity; -- if (json.specularColor !== undefined && material.specularColor !== undefined) material.specularColor.setHex(json.specularColor); -- if (json.shininess !== undefined) material.shininess = json.shininess; -- if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat; -- if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness; -- if (json.iridescence !== undefined) material.iridescence = json.iridescence; -- if (json.iridescenceIOR !== undefined) material.iridescenceIOR = json.iridescenceIOR; -- if (json.iridescenceThicknessRange !== undefined) material.iridescenceThicknessRange = json.iridescenceThicknessRange; -- if (json.transmission !== undefined) material.transmission = json.transmission; -- if (json.thickness !== undefined) material.thickness = json.thickness; -- if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance; -- if (json.attenuationColor !== undefined && material.attenuationColor !== undefined) material.attenuationColor.setHex(json.attenuationColor); -- if (json.fog !== undefined) material.fog = json.fog; -- if (json.flatShading !== undefined) material.flatShading = json.flatShading; -- if (json.blending !== undefined) material.blending = json.blending; -- if (json.combine !== undefined) material.combine = json.combine; -- if (json.side !== undefined) material.side = json.side; -- if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide; -- if (json.opacity !== undefined) material.opacity = json.opacity; -- if (json.transparent !== undefined) material.transparent = json.transparent; -- if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest; -- if (json.depthTest !== undefined) material.depthTest = json.depthTest; -- if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite; -- if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite; -- if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite; -- if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask; -- if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc; -- if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef; -- if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask; -- if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail; -- if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail; -- if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass; -- if (json.wireframe !== undefined) material.wireframe = json.wireframe; -- if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth; -- if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap; -- if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin; -- if (json.rotation !== undefined) material.rotation = json.rotation; -- if (json.linewidth !== 1) material.linewidth = json.linewidth; -- if (json.dashSize !== undefined) material.dashSize = json.dashSize; -- if (json.gapSize !== undefined) material.gapSize = json.gapSize; -- if (json.scale !== undefined) material.scale = json.scale; -- if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset; -- if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor; -- if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits; -- if (json.dithering !== undefined) material.dithering = json.dithering; -- if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage; -- if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha; -- if (json.visible !== undefined) material.visible = json.visible; -- if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped; -- if (json.userData !== undefined) material.userData = json.userData; -- if (json.vertexColors !== undefined) { -- if (typeof json.vertexColors === 'number') { -- material.vertexColors = json.vertexColors > 0 ? true : false; -+ -+ function getTexture( name ) { -+ -+ if ( textures[ name ] === undefined ) { -+ -+ console.warn( 'THREE.MaterialLoader: Undefined texture', name ); -+ -+ } -+ -+ return textures[ name ]; -+ -+ } -+ -+ const material = MaterialLoader.createMaterialFromType( json.type ); -+ -+ if ( json.uuid !== undefined ) material.uuid = json.uuid; -+ if ( json.name !== undefined ) material.name = json.name; -+ if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color ); -+ if ( json.roughness !== undefined ) material.roughness = json.roughness; -+ if ( json.metalness !== undefined ) material.metalness = json.metalness; -+ if ( json.sheen !== undefined ) material.sheen = json.sheen; -+ if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor ); -+ if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness; -+ if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive ); -+ if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular ); -+ if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity; -+ if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor ); -+ if ( json.shininess !== undefined ) material.shininess = json.shininess; -+ if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; -+ if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; -+ if ( json.iridescence !== undefined ) material.iridescence = json.iridescence; -+ if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR; -+ if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange; -+ if ( json.transmission !== undefined ) material.transmission = json.transmission; -+ if ( json.thickness !== undefined ) material.thickness = json.thickness; -+ if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance; -+ if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor ); -+ if ( json.fog !== undefined ) material.fog = json.fog; -+ if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; -+ if ( json.blending !== undefined ) material.blending = json.blending; -+ if ( json.combine !== undefined ) material.combine = json.combine; -+ if ( json.side !== undefined ) material.side = json.side; -+ if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide; -+ if ( json.opacity !== undefined ) material.opacity = json.opacity; -+ if ( json.transparent !== undefined ) material.transparent = json.transparent; -+ if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; -+ if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; -+ if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; -+ if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; -+ -+ if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; -+ if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; -+ if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; -+ if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; -+ if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; -+ if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; -+ if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; -+ if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; -+ -+ if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; -+ if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; -+ if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; -+ if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; -+ -+ if ( json.rotation !== undefined ) material.rotation = json.rotation; -+ -+ if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; -+ if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; -+ if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; -+ if ( json.scale !== undefined ) material.scale = json.scale; -+ -+ if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; -+ if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; -+ if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; -+ -+ if ( json.dithering !== undefined ) material.dithering = json.dithering; -+ -+ if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage; -+ if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha; -+ -+ if ( json.visible !== undefined ) material.visible = json.visible; -+ -+ if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; -+ -+ if ( json.userData !== undefined ) material.userData = json.userData; -+ -+ if ( json.vertexColors !== undefined ) { -+ -+ if ( typeof json.vertexColors === 'number' ) { -+ -+ material.vertexColors = ( json.vertexColors > 0 ) ? true : false; -+ - } else { -+ - material.vertexColors = json.vertexColors; -+ - } -+ - } - - // Shader Material - -- if (json.uniforms !== undefined) { -- for (const name in json.uniforms) { -- const uniform = json.uniforms[name]; -- material.uniforms[name] = {}; -- switch (uniform.type) { -+ if ( json.uniforms !== undefined ) { -+ -+ for ( const name in json.uniforms ) { -+ -+ const uniform = json.uniforms[ name ]; -+ -+ material.uniforms[ name ] = {}; -+ -+ switch ( uniform.type ) { -+ - case 't': -- material.uniforms[name].value = getTexture(uniform.value); -+ material.uniforms[ name ].value = getTexture( uniform.value ); - break; -+ - case 'c': -- material.uniforms[name].value = new Color().setHex(uniform.value); -+ material.uniforms[ name ].value = new Color().setHex( uniform.value ); - break; -+ - case 'v2': -- material.uniforms[name].value = new Vector2().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); - break; -+ - case 'v3': -- material.uniforms[name].value = new Vector3().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); - break; -+ - case 'v4': -- material.uniforms[name].value = new Vector4().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); - break; -+ - case 'm3': -- material.uniforms[name].value = new Matrix3().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); - break; -+ - case 'm4': -- material.uniforms[name].value = new Matrix4().fromArray(uniform.value); -+ material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); - break; -+ - default: -- material.uniforms[name].value = uniform.value; -+ material.uniforms[ name ].value = uniform.value; -+ - } -+ - } -+ - } -- if (json.defines !== undefined) material.defines = json.defines; -- if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader; -- if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader; -- if (json.glslVersion !== undefined) material.glslVersion = json.glslVersion; -- if (json.extensions !== undefined) { -- for (const key in json.extensions) { -- material.extensions[key] = json.extensions[key]; -+ -+ if ( json.defines !== undefined ) material.defines = json.defines; -+ if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; -+ if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; -+ if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion; -+ -+ if ( json.extensions !== undefined ) { -+ -+ for ( const key in json.extensions ) { -+ -+ material.extensions[ key ] = json.extensions[ key ]; -+ - } -+ - } - - // for PointsMaterial - -- if (json.size !== undefined) material.size = json.size; -- if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; -+ if ( json.size !== undefined ) material.size = json.size; -+ if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - -- if (json.map !== undefined) material.map = getTexture(json.map); -- if (json.matcap !== undefined) material.matcap = getTexture(json.matcap); -- if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap); -- if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap); -- if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale; -- if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap); -- if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType; -- if (json.normalScale !== undefined) { -+ if ( json.map !== undefined ) material.map = getTexture( json.map ); -+ if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); -+ -+ if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); -+ -+ if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); -+ if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; -+ -+ if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); -+ if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; -+ if ( json.normalScale !== undefined ) { -+ - let normalScale = json.normalScale; -- if (Array.isArray(normalScale) === false) { -+ -+ if ( Array.isArray( normalScale ) === false ) { -+ - // Blender exporter used to export a scalar. See #7459 - -- normalScale = [normalScale, normalScale]; -- } -- material.normalScale = new Vector2().fromArray(normalScale); -- } -- if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap); -- if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale; -- if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias; -- if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap); -- if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap); -- if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap); -- if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity; -- if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap); -- if (json.specularIntensityMap !== undefined) material.specularIntensityMap = getTexture(json.specularIntensityMap); -- if (json.specularColorMap !== undefined) material.specularColorMap = getTexture(json.specularColorMap); -- if (json.envMap !== undefined) material.envMap = getTexture(json.envMap); -- if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity; -- if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity; -- if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio; -- if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap); -- if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity; -- if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap); -- if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity; -- if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap); -- if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap); -- if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap); -- if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap); -- if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale); -- if (json.iridescenceMap !== undefined) material.iridescenceMap = getTexture(json.iridescenceMap); -- if (json.iridescenceThicknessMap !== undefined) material.iridescenceThicknessMap = getTexture(json.iridescenceThicknessMap); -- if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap); -- if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap); -- if (json.sheenColorMap !== undefined) material.sheenColorMap = getTexture(json.sheenColorMap); -- if (json.sheenRoughnessMap !== undefined) material.sheenRoughnessMap = getTexture(json.sheenRoughnessMap); -+ normalScale = [ normalScale, normalScale ]; -+ -+ } -+ -+ material.normalScale = new Vector2().fromArray( normalScale ); -+ -+ } -+ -+ if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); -+ if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; -+ if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; -+ -+ if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); -+ if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); -+ -+ if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); -+ if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; -+ -+ if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); -+ if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap ); -+ if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap ); -+ -+ if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); -+ if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; -+ -+ if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; -+ if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; -+ -+ if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); -+ if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; -+ -+ if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); -+ if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; -+ -+ if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); -+ -+ if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); -+ if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); -+ if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); -+ if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); -+ -+ if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap ); -+ if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap ); -+ -+ if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap ); -+ if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap ); -+ -+ if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); -+ if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); -+ - return material; -+ - } -- setTextures(value) { -+ -+ setTextures( value ) { -+ - this.textures = value; - return this; -+ - } -- static createMaterialFromType(type) { -+ -+ static createMaterialFromType( type ) { -+ - const materialLib = { - ShadowMaterial, - SpriteMaterial, -@@ -27223,753 +42612,1335 @@ - LineBasicMaterial, - Material - }; -- return new materialLib[type](); -+ -+ return new materialLib[ type ](); -+ - } -+ - } - - class LoaderUtils { -- static decodeText(array) { -- if (typeof TextDecoder !== 'undefined') { -- return new TextDecoder().decode(array); -+ -+ static decodeText( array ) { -+ -+ if ( typeof TextDecoder !== 'undefined' ) { -+ -+ return new TextDecoder().decode( array ); -+ - } - - // Avoid the String.fromCharCode.apply(null, array) shortcut, which - // throws a "maximum call stack size exceeded" error for large arrays. - - let s = ''; -- for (let i = 0, il = array.length; i < il; i++) { -+ -+ for ( let i = 0, il = array.length; i < il; i ++ ) { -+ - // Implicitly assumes little-endian. -- s += String.fromCharCode(array[i]); -+ s += String.fromCharCode( array[ i ] ); -+ - } -+ - try { -+ - // merges multi-byte utf-8 characters. - -- return decodeURIComponent(escape(s)); -- } catch (e) { -- // see #16358 -+ return decodeURIComponent( escape( s ) ); -+ -+ } catch ( e ) { // see #16358 - - return s; -+ - } -+ - } -- static extractUrlBase(url) { -- const index = url.lastIndexOf('/'); -- if (index === -1) return './'; -- return url.slice(0, index + 1); -+ -+ static extractUrlBase( url ) { -+ -+ const index = url.lastIndexOf( '/' ); -+ -+ if ( index === - 1 ) return './'; -+ -+ return url.slice( 0, index + 1 ); -+ - } -- static resolveURL(url, path) { -+ -+ static resolveURL( url, path ) { -+ - // Invalid URL -- if (typeof url !== 'string' || url === '') return ''; -+ if ( typeof url !== 'string' || url === '' ) return ''; - - // Host Relative URL -- if (/^https?:\/\//i.test(path) && /^\//.test(url)) { -- path = path.replace(/(^https?:\/\/[^\/]+).*/i, '$1'); -+ if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { -+ -+ path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); -+ - } - - // Absolute URL http://,https://,// -- if (/^(https?:)?\/\//i.test(url)) return url; -+ if ( /^(https?:)?\/\//i.test( url ) ) return url; - - // Data URI -- if (/^data:.*,.*$/i.test(url)) return url; -+ if ( /^data:.*,.*$/i.test( url ) ) return url; - - // Blob URL -- if (/^blob:.*$/i.test(url)) return url; -+ if ( /^blob:.*$/i.test( url ) ) return url; - - // Relative URL - return path + url; -+ - } -+ - } - - class InstancedBufferGeometry extends BufferGeometry { -+ - constructor() { -+ - super(); -+ - this.isInstancedBufferGeometry = true; -+ - this.type = 'InstancedBufferGeometry'; - this.instanceCount = Infinity; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.instanceCount = source.instanceCount; -+ - return this; -+ - } -+ - toJSON() { -+ - const data = super.toJSON(); -+ - data.instanceCount = this.instanceCount; -+ - data.isInstancedBufferGeometry = true; -+ - return data; -+ - } -+ - } - - class BufferGeometryLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(scope.manager); -- loader.setPath(scope.path); -- loader.setRequestHeader(scope.requestHeader); -- loader.setWithCredentials(scope.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( scope.manager ); -+ loader.setPath( scope.path ); -+ loader.setRequestHeader( scope.requestHeader ); -+ loader.setWithCredentials( scope.withCredentials ); -+ loader.load( url, function ( text ) { -+ - try { -- onLoad(scope.parse(JSON.parse(text))); -- } catch (e) { -- if (onError) { -- onError(e); -+ -+ onLoad( scope.parse( JSON.parse( text ) ) ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -- parse(json) { -+ -+ parse( json ) { -+ - const interleavedBufferMap = {}; - const arrayBufferMap = {}; -- function getInterleavedBuffer(json, uuid) { -- if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid]; -+ -+ function getInterleavedBuffer( json, uuid ) { -+ -+ if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; -+ - const interleavedBuffers = json.interleavedBuffers; -- const interleavedBuffer = interleavedBuffers[uuid]; -- const buffer = getArrayBuffer(json, interleavedBuffer.buffer); -- const array = getTypedArray(interleavedBuffer.type, buffer); -- const ib = new InterleavedBuffer(array, interleavedBuffer.stride); -+ const interleavedBuffer = interleavedBuffers[ uuid ]; -+ -+ const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); -+ -+ const array = getTypedArray( interleavedBuffer.type, buffer ); -+ const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); - ib.uuid = interleavedBuffer.uuid; -- interleavedBufferMap[uuid] = ib; -+ -+ interleavedBufferMap[ uuid ] = ib; -+ - return ib; -+ - } -- function getArrayBuffer(json, uuid) { -- if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid]; -+ -+ function getArrayBuffer( json, uuid ) { -+ -+ if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; -+ - const arrayBuffers = json.arrayBuffers; -- const arrayBuffer = arrayBuffers[uuid]; -- const ab = new Uint32Array(arrayBuffer).buffer; -- arrayBufferMap[uuid] = ab; -+ const arrayBuffer = arrayBuffers[ uuid ]; -+ -+ const ab = new Uint32Array( arrayBuffer ).buffer; -+ -+ arrayBufferMap[ uuid ] = ab; -+ - return ab; -+ - } -+ - const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); -+ - const index = json.data.index; -- if (index !== undefined) { -- const typedArray = getTypedArray(index.type, index.array); -- geometry.setIndex(new BufferAttribute(typedArray, 1)); -+ -+ if ( index !== undefined ) { -+ -+ const typedArray = getTypedArray( index.type, index.array ); -+ geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); -+ - } -+ - const attributes = json.data.attributes; -- for (const key in attributes) { -- const attribute = attributes[key]; -+ -+ for ( const key in attributes ) { -+ -+ const attribute = attributes[ key ]; - let bufferAttribute; -- if (attribute.isInterleavedBufferAttribute) { -- const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data); -- bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized); -+ -+ if ( attribute.isInterleavedBufferAttribute ) { -+ -+ const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); -+ bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); -+ - } else { -- const typedArray = getTypedArray(attribute.type, attribute.array); -+ -+ const typedArray = getTypedArray( attribute.type, attribute.array ); - const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; -- bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized); -+ bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); -+ - } -- if (attribute.name !== undefined) bufferAttribute.name = attribute.name; -- if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage); -- if (attribute.updateRange !== undefined) { -+ -+ if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; -+ if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); -+ -+ if ( attribute.updateRange !== undefined ) { -+ - bufferAttribute.updateRange.offset = attribute.updateRange.offset; - bufferAttribute.updateRange.count = attribute.updateRange.count; -+ - } -- geometry.setAttribute(key, bufferAttribute); -+ -+ geometry.setAttribute( key, bufferAttribute ); -+ - } -+ - const morphAttributes = json.data.morphAttributes; -- if (morphAttributes) { -- for (const key in morphAttributes) { -- const attributeArray = morphAttributes[key]; -+ -+ if ( morphAttributes ) { -+ -+ for ( const key in morphAttributes ) { -+ -+ const attributeArray = morphAttributes[ key ]; -+ - const array = []; -- for (let i = 0, il = attributeArray.length; i < il; i++) { -- const attribute = attributeArray[i]; -+ -+ for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { -+ -+ const attribute = attributeArray[ i ]; - let bufferAttribute; -- if (attribute.isInterleavedBufferAttribute) { -- const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data); -- bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized); -+ -+ if ( attribute.isInterleavedBufferAttribute ) { -+ -+ const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); -+ bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); -+ - } else { -- const typedArray = getTypedArray(attribute.type, attribute.array); -- bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized); -+ -+ const typedArray = getTypedArray( attribute.type, attribute.array ); -+ bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); -+ - } -- if (attribute.name !== undefined) bufferAttribute.name = attribute.name; -- array.push(bufferAttribute); -+ -+ if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; -+ array.push( bufferAttribute ); -+ - } -- geometry.morphAttributes[key] = array; -+ -+ geometry.morphAttributes[ key ] = array; -+ - } -+ - } -+ - const morphTargetsRelative = json.data.morphTargetsRelative; -- if (morphTargetsRelative) { -+ -+ if ( morphTargetsRelative ) { -+ - geometry.morphTargetsRelative = true; -+ - } -+ - const groups = json.data.groups || json.data.drawcalls || json.data.offsets; -- if (groups !== undefined) { -- for (let i = 0, n = groups.length; i !== n; ++i) { -- const group = groups[i]; -- geometry.addGroup(group.start, group.count, group.materialIndex); -+ -+ if ( groups !== undefined ) { -+ -+ for ( let i = 0, n = groups.length; i !== n; ++ i ) { -+ -+ const group = groups[ i ]; -+ -+ geometry.addGroup( group.start, group.count, group.materialIndex ); -+ - } -+ - } -+ - const boundingSphere = json.data.boundingSphere; -- if (boundingSphere !== undefined) { -+ -+ if ( boundingSphere !== undefined ) { -+ - const center = new Vector3(); -- if (boundingSphere.center !== undefined) { -- center.fromArray(boundingSphere.center); -+ -+ if ( boundingSphere.center !== undefined ) { -+ -+ center.fromArray( boundingSphere.center ); -+ - } -- geometry.boundingSphere = new Sphere(center, boundingSphere.radius); -+ -+ geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); -+ - } -- if (json.name) geometry.name = json.name; -- if (json.userData) geometry.userData = json.userData; -+ -+ if ( json.name ) geometry.name = json.name; -+ if ( json.userData ) geometry.userData = json.userData; -+ - return geometry; -+ - } -+ - } - - class ObjectLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path; -+ -+ const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- loader.load(url, function (text) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ loader.load( url, function ( text ) { -+ - let json = null; -+ - try { -- json = JSON.parse(text); -- } catch (error) { -- if (onError !== undefined) onError(error); -- console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message); -+ -+ json = JSON.parse( text ); -+ -+ } catch ( error ) { -+ -+ if ( onError !== undefined ) onError( error ); -+ -+ console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); -+ - return; -+ - } -+ - const metadata = json.metadata; -- if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') { -- if (onError !== undefined) onError(new Error('THREE.ObjectLoader: Can\'t load ' + url)); -- console.error('THREE.ObjectLoader: Can\'t load ' + url); -+ -+ if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { -+ -+ if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) ); -+ -+ console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); - return; -+ - } -- scope.parse(json, onLoad); -- }, onProgress, onError); -+ -+ scope.parse( json, onLoad ); -+ -+ }, onProgress, onError ); -+ - } -- async loadAsync(url, onProgress) { -+ -+ async loadAsync( url, onProgress ) { -+ - const scope = this; -- const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path; -+ -+ const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; -- const loader = new FileLoader(this.manager); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- const text = await loader.loadAsync(url, onProgress); -- const json = JSON.parse(text); -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ -+ const text = await loader.loadAsync( url, onProgress ); -+ -+ const json = JSON.parse( text ); -+ - const metadata = json.metadata; -- if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') { -- throw new Error('THREE.ObjectLoader: Can\'t load ' + url); -- } -- return await scope.parseAsync(json); -- } -- parse(json, onLoad) { -- const animations = this.parseAnimations(json.animations); -- const shapes = this.parseShapes(json.shapes); -- const geometries = this.parseGeometries(json.geometries, shapes); -- const images = this.parseImages(json.images, function () { -- if (onLoad !== undefined) onLoad(object); -- }); -- const textures = this.parseTextures(json.textures, images); -- const materials = this.parseMaterials(json.materials, textures); -- const object = this.parseObject(json.object, geometries, materials, textures, animations); -- const skeletons = this.parseSkeletons(json.skeletons, object); -- this.bindSkeletons(object, skeletons); -+ -+ if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { -+ -+ throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url ); -+ -+ } -+ -+ return await scope.parseAsync( json ); -+ -+ } -+ -+ parse( json, onLoad ) { -+ -+ const animations = this.parseAnimations( json.animations ); -+ const shapes = this.parseShapes( json.shapes ); -+ const geometries = this.parseGeometries( json.geometries, shapes ); -+ -+ const images = this.parseImages( json.images, function () { -+ -+ if ( onLoad !== undefined ) onLoad( object ); -+ -+ } ); -+ -+ const textures = this.parseTextures( json.textures, images ); -+ const materials = this.parseMaterials( json.materials, textures ); -+ -+ const object = this.parseObject( json.object, geometries, materials, textures, animations ); -+ const skeletons = this.parseSkeletons( json.skeletons, object ); -+ -+ this.bindSkeletons( object, skeletons ); - - // - -- if (onLoad !== undefined) { -+ if ( onLoad !== undefined ) { -+ - let hasImages = false; -- for (const uuid in images) { -- if (images[uuid].data instanceof HTMLImageElement) { -+ -+ for ( const uuid in images ) { -+ -+ if ( images[ uuid ].data instanceof HTMLImageElement ) { -+ - hasImages = true; - break; -+ - } -+ - } -- if (hasImages === false) onLoad(object); -+ -+ if ( hasImages === false ) onLoad( object ); -+ - } -+ - return object; -+ - } -- async parseAsync(json) { -- const animations = this.parseAnimations(json.animations); -- const shapes = this.parseShapes(json.shapes); -- const geometries = this.parseGeometries(json.geometries, shapes); -- const images = await this.parseImagesAsync(json.images); -- const textures = this.parseTextures(json.textures, images); -- const materials = this.parseMaterials(json.materials, textures); -- const object = this.parseObject(json.object, geometries, materials, textures, animations); -- const skeletons = this.parseSkeletons(json.skeletons, object); -- this.bindSkeletons(object, skeletons); -+ -+ async parseAsync( json ) { -+ -+ const animations = this.parseAnimations( json.animations ); -+ const shapes = this.parseShapes( json.shapes ); -+ const geometries = this.parseGeometries( json.geometries, shapes ); -+ -+ const images = await this.parseImagesAsync( json.images ); -+ -+ const textures = this.parseTextures( json.textures, images ); -+ const materials = this.parseMaterials( json.materials, textures ); -+ -+ const object = this.parseObject( json.object, geometries, materials, textures, animations ); -+ const skeletons = this.parseSkeletons( json.skeletons, object ); -+ -+ this.bindSkeletons( object, skeletons ); -+ - return object; -+ - } -- parseShapes(json) { -+ -+ parseShapes( json ) { -+ - const shapes = {}; -- if (json !== undefined) { -- for (let i = 0, l = json.length; i < l; i++) { -- const shape = new Shape().fromJSON(json[i]); -- shapes[shape.uuid] = shape; -+ -+ if ( json !== undefined ) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const shape = new Shape().fromJSON( json[ i ] ); -+ -+ shapes[ shape.uuid ] = shape; -+ - } -+ - } -+ - return shapes; -+ - } -- parseSkeletons(json, object) { -+ -+ parseSkeletons( json, object ) { -+ - const skeletons = {}; - const bones = {}; - - // generate bone lookup table - -- object.traverse(function (child) { -- if (child.isBone) bones[child.uuid] = child; -- }); -+ object.traverse( function ( child ) { -+ -+ if ( child.isBone ) bones[ child.uuid ] = child; -+ -+ } ); - - // create skeletons - -- if (json !== undefined) { -- for (let i = 0, l = json.length; i < l; i++) { -- const skeleton = new Skeleton().fromJSON(json[i], bones); -- skeletons[skeleton.uuid] = skeleton; -+ if ( json !== undefined ) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const skeleton = new Skeleton().fromJSON( json[ i ], bones ); -+ -+ skeletons[ skeleton.uuid ] = skeleton; -+ - } -+ - } -+ - return skeletons; -+ - } -- parseGeometries(json, shapes) { -+ -+ parseGeometries( json, shapes ) { -+ - const geometries = {}; -- if (json !== undefined) { -+ -+ if ( json !== undefined ) { -+ - const bufferGeometryLoader = new BufferGeometryLoader(); -- for (let i = 0, l = json.length; i < l; i++) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ - let geometry; -- const data = json[i]; -- switch (data.type) { -+ const data = json[ i ]; -+ -+ switch ( data.type ) { -+ - case 'BufferGeometry': - case 'InstancedBufferGeometry': -- geometry = bufferGeometryLoader.parse(data); -+ -+ geometry = bufferGeometryLoader.parse( data ); - break; -+ - default: -- if (data.type in Geometries) { -- geometry = Geometries[data.type].fromJSON(data, shapes); -+ -+ if ( data.type in Geometries ) { -+ -+ geometry = Geometries[ data.type ].fromJSON( data, shapes ); -+ - } else { -- console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`); -+ -+ console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` ); -+ - } -+ - } -+ - geometry.uuid = data.uuid; -- if (data.name !== undefined) geometry.name = data.name; -- if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData; -- geometries[data.uuid] = geometry; -+ -+ if ( data.name !== undefined ) geometry.name = data.name; -+ if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; -+ -+ geometries[ data.uuid ] = geometry; -+ - } -+ - } -+ - return geometries; -+ - } -- parseMaterials(json, textures) { -+ -+ parseMaterials( json, textures ) { -+ - const cache = {}; // MultiMaterial - const materials = {}; -- if (json !== undefined) { -+ -+ if ( json !== undefined ) { -+ - const loader = new MaterialLoader(); -- loader.setTextures(textures); -- for (let i = 0, l = json.length; i < l; i++) { -- const data = json[i]; -- if (cache[data.uuid] === undefined) { -- cache[data.uuid] = loader.parse(data); -+ loader.setTextures( textures ); -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const data = json[ i ]; -+ -+ if ( cache[ data.uuid ] === undefined ) { -+ -+ cache[ data.uuid ] = loader.parse( data ); -+ - } -- materials[data.uuid] = cache[data.uuid]; -+ -+ materials[ data.uuid ] = cache[ data.uuid ]; -+ - } -+ - } -+ - return materials; -+ - } -- parseAnimations(json) { -+ -+ parseAnimations( json ) { -+ - const animations = {}; -- if (json !== undefined) { -- for (let i = 0; i < json.length; i++) { -- const data = json[i]; -- const clip = AnimationClip.parse(data); -- animations[clip.uuid] = clip; -+ -+ if ( json !== undefined ) { -+ -+ for ( let i = 0; i < json.length; i ++ ) { -+ -+ const data = json[ i ]; -+ -+ const clip = AnimationClip.parse( data ); -+ -+ animations[ clip.uuid ] = clip; -+ - } -+ - } -+ - return animations; -+ - } -- parseImages(json, onLoad) { -+ -+ parseImages( json, onLoad ) { -+ - const scope = this; - const images = {}; -+ - let loader; -- function loadImage(url) { -- scope.manager.itemStart(url); -- return loader.load(url, function () { -- scope.manager.itemEnd(url); -+ -+ function loadImage( url ) { -+ -+ scope.manager.itemStart( url ); -+ -+ return loader.load( url, function () { -+ -+ scope.manager.itemEnd( url ); -+ - }, undefined, function () { -- scope.manager.itemError(url); -- scope.manager.itemEnd(url); -- }); -+ -+ scope.manager.itemError( url ); -+ scope.manager.itemEnd( url ); -+ -+ } ); -+ - } -- function deserializeImage(image) { -- if (typeof image === 'string') { -+ -+ function deserializeImage( image ) { -+ -+ if ( typeof image === 'string' ) { -+ - const url = image; -- const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url; -- return loadImage(path); -+ -+ const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; -+ -+ return loadImage( path ); -+ - } else { -- if (image.data) { -+ -+ if ( image.data ) { -+ - return { -- data: getTypedArray(image.type, image.data), -+ data: getTypedArray( image.type, image.data ), - width: image.width, - height: image.height - }; -+ - } else { -+ - return null; -+ - } -+ - } -+ - } -- if (json !== undefined && json.length > 0) { -- const manager = new LoadingManager(onLoad); -- loader = new ImageLoader(manager); -- loader.setCrossOrigin(this.crossOrigin); -- for (let i = 0, il = json.length; i < il; i++) { -- const image = json[i]; -+ -+ if ( json !== undefined && json.length > 0 ) { -+ -+ const manager = new LoadingManager( onLoad ); -+ -+ loader = new ImageLoader( manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ -+ for ( let i = 0, il = json.length; i < il; i ++ ) { -+ -+ const image = json[ i ]; - const url = image.url; -- if (Array.isArray(url)) { -+ -+ if ( Array.isArray( url ) ) { -+ - // load array of images e.g CubeTexture - - const imageArray = []; -- for (let j = 0, jl = url.length; j < jl; j++) { -- const currentUrl = url[j]; -- const deserializedImage = deserializeImage(currentUrl); -- if (deserializedImage !== null) { -- if (deserializedImage instanceof HTMLImageElement) { -- imageArray.push(deserializedImage); -+ -+ for ( let j = 0, jl = url.length; j < jl; j ++ ) { -+ -+ const currentUrl = url[ j ]; -+ -+ const deserializedImage = deserializeImage( currentUrl ); -+ -+ if ( deserializedImage !== null ) { -+ -+ if ( deserializedImage instanceof HTMLImageElement ) { -+ -+ imageArray.push( deserializedImage ); -+ - } else { -+ - // special case: handle array of data textures for cube textures - -- imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height)); -+ imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); -+ - } -+ - } -+ - } -- images[image.uuid] = new Source(imageArray); -+ -+ images[ image.uuid ] = new Source( imageArray ); -+ - } else { -+ - // load single image - -- const deserializedImage = deserializeImage(image.url); -- images[image.uuid] = new Source(deserializedImage); -+ const deserializedImage = deserializeImage( image.url ); -+ images[ image.uuid ] = new Source( deserializedImage ); -+ -+ - } -+ - } -+ - } -+ - return images; -+ - } -- async parseImagesAsync(json) { -+ -+ async parseImagesAsync( json ) { -+ - const scope = this; - const images = {}; -+ - let loader; -- async function deserializeImage(image) { -- if (typeof image === 'string') { -+ -+ async function deserializeImage( image ) { -+ -+ if ( typeof image === 'string' ) { -+ - const url = image; -- const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url; -- return await loader.loadAsync(path); -+ -+ const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; -+ -+ return await loader.loadAsync( path ); -+ - } else { -- if (image.data) { -+ -+ if ( image.data ) { -+ - return { -- data: getTypedArray(image.type, image.data), -+ data: getTypedArray( image.type, image.data ), - width: image.width, - height: image.height - }; -+ - } else { -+ - return null; -+ - } -+ - } -+ - } -- if (json !== undefined && json.length > 0) { -- loader = new ImageLoader(this.manager); -- loader.setCrossOrigin(this.crossOrigin); -- for (let i = 0, il = json.length; i < il; i++) { -- const image = json[i]; -+ -+ if ( json !== undefined && json.length > 0 ) { -+ -+ loader = new ImageLoader( this.manager ); -+ loader.setCrossOrigin( this.crossOrigin ); -+ -+ for ( let i = 0, il = json.length; i < il; i ++ ) { -+ -+ const image = json[ i ]; - const url = image.url; -- if (Array.isArray(url)) { -+ -+ if ( Array.isArray( url ) ) { -+ - // load array of images e.g CubeTexture - - const imageArray = []; -- for (let j = 0, jl = url.length; j < jl; j++) { -- const currentUrl = url[j]; -- const deserializedImage = await deserializeImage(currentUrl); -- if (deserializedImage !== null) { -- if (deserializedImage instanceof HTMLImageElement) { -- imageArray.push(deserializedImage); -+ -+ for ( let j = 0, jl = url.length; j < jl; j ++ ) { -+ -+ const currentUrl = url[ j ]; -+ -+ const deserializedImage = await deserializeImage( currentUrl ); -+ -+ if ( deserializedImage !== null ) { -+ -+ if ( deserializedImage instanceof HTMLImageElement ) { -+ -+ imageArray.push( deserializedImage ); -+ - } else { -+ - // special case: handle array of data textures for cube textures - -- imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height)); -+ imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); -+ - } -+ - } -+ - } -- images[image.uuid] = new Source(imageArray); -+ -+ images[ image.uuid ] = new Source( imageArray ); -+ - } else { -+ - // load single image - -- const deserializedImage = await deserializeImage(image.url); -- images[image.uuid] = new Source(deserializedImage); -+ const deserializedImage = await deserializeImage( image.url ); -+ images[ image.uuid ] = new Source( deserializedImage ); -+ - } -+ - } -+ - } -+ - return images; -+ - } -- parseTextures(json, images) { -- function parseConstant(value, type) { -- if (typeof value === 'number') return value; -- console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value); -- return type[value]; -+ -+ parseTextures( json, images ) { -+ -+ function parseConstant( value, type ) { -+ -+ if ( typeof value === 'number' ) return value; -+ -+ console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); -+ -+ return type[ value ]; -+ - } -+ - const textures = {}; -- if (json !== undefined) { -- for (let i = 0, l = json.length; i < l; i++) { -- const data = json[i]; -- if (data.image === undefined) { -- console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid); -+ -+ if ( json !== undefined ) { -+ -+ for ( let i = 0, l = json.length; i < l; i ++ ) { -+ -+ const data = json[ i ]; -+ -+ if ( data.image === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); -+ - } -- if (images[data.image] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined image', data.image); -+ -+ if ( images[ data.image ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); -+ - } -- const source = images[data.image]; -+ -+ const source = images[ data.image ]; - const image = source.data; -+ - let texture; -- if (Array.isArray(image)) { -+ -+ if ( Array.isArray( image ) ) { -+ - texture = new CubeTexture(); -- if (image.length === 6) texture.needsUpdate = true; -+ -+ if ( image.length === 6 ) texture.needsUpdate = true; -+ - } else { -- if (image && image.data) { -+ -+ if ( image && image.data ) { -+ - texture = new DataTexture(); -+ - } else { -+ - texture = new Texture(); -+ - } -- if (image) texture.needsUpdate = true; // textures can have undefined image data -+ -+ if ( image ) texture.needsUpdate = true; // textures can have undefined image data -+ - } - - texture.source = source; -+ - texture.uuid = data.uuid; -- if (data.name !== undefined) texture.name = data.name; -- if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING); -- if (data.offset !== undefined) texture.offset.fromArray(data.offset); -- if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat); -- if (data.center !== undefined) texture.center.fromArray(data.center); -- if (data.rotation !== undefined) texture.rotation = data.rotation; -- if (data.wrap !== undefined) { -- texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING); -- texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING); -- } -- if (data.format !== undefined) texture.format = data.format; -- if (data.type !== undefined) texture.type = data.type; -- if (data.encoding !== undefined) texture.encoding = data.encoding; -- if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER); -- if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER); -- if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy; -- if (data.flipY !== undefined) texture.flipY = data.flipY; -- if (data.generateMipmaps !== undefined) texture.generateMipmaps = data.generateMipmaps; -- if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha; -- if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment; -- if (data.userData !== undefined) texture.userData = data.userData; -- textures[data.uuid] = texture; -+ -+ if ( data.name !== undefined ) texture.name = data.name; -+ -+ if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); -+ -+ if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); -+ if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); -+ if ( data.center !== undefined ) texture.center.fromArray( data.center ); -+ if ( data.rotation !== undefined ) texture.rotation = data.rotation; -+ -+ if ( data.wrap !== undefined ) { -+ -+ texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); -+ texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); -+ -+ } -+ -+ if ( data.format !== undefined ) texture.format = data.format; -+ if ( data.type !== undefined ) texture.type = data.type; -+ if ( data.encoding !== undefined ) texture.encoding = data.encoding; -+ -+ if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); -+ if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); -+ if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; -+ -+ if ( data.flipY !== undefined ) texture.flipY = data.flipY; -+ -+ if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; -+ if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; -+ if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; -+ -+ if ( data.userData !== undefined ) texture.userData = data.userData; -+ -+ textures[ data.uuid ] = texture; -+ - } -+ - } -+ - return textures; -+ - } -- parseObject(data, geometries, materials, textures, animations) { -+ -+ parseObject( data, geometries, materials, textures, animations ) { -+ - let object; -- function getGeometry(name) { -- if (geometries[name] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined geometry', name); -+ -+ function getGeometry( name ) { -+ -+ if ( geometries[ name ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); -+ - } -- return geometries[name]; -+ -+ return geometries[ name ]; -+ - } -- function getMaterial(name) { -- if (name === undefined) return undefined; -- if (Array.isArray(name)) { -+ -+ function getMaterial( name ) { -+ -+ if ( name === undefined ) return undefined; -+ -+ if ( Array.isArray( name ) ) { -+ - const array = []; -- for (let i = 0, l = name.length; i < l; i++) { -- const uuid = name[i]; -- if (materials[uuid] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined material', uuid); -+ -+ for ( let i = 0, l = name.length; i < l; i ++ ) { -+ -+ const uuid = name[ i ]; -+ -+ if ( materials[ uuid ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); -+ - } -- array.push(materials[uuid]); -+ -+ array.push( materials[ uuid ] ); -+ - } -+ - return array; -+ - } -- if (materials[name] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined material', name); -+ -+ if ( materials[ name ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined material', name ); -+ - } -- return materials[name]; -+ -+ return materials[ name ]; -+ - } -- function getTexture(uuid) { -- if (textures[uuid] === undefined) { -- console.warn('THREE.ObjectLoader: Undefined texture', uuid); -+ -+ function getTexture( uuid ) { -+ -+ if ( textures[ uuid ] === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: Undefined texture', uuid ); -+ - } -- return textures[uuid]; -+ -+ return textures[ uuid ]; -+ - } -+ - let geometry, material; -- switch (data.type) { -+ -+ switch ( data.type ) { -+ - case 'Scene': -+ - object = new Scene(); -- if (data.background !== undefined) { -- if (Number.isInteger(data.background)) { -- object.background = new Color(data.background); -+ -+ if ( data.background !== undefined ) { -+ -+ if ( Number.isInteger( data.background ) ) { -+ -+ object.background = new Color( data.background ); -+ - } else { -- object.background = getTexture(data.background); -+ -+ object.background = getTexture( data.background ); -+ - } -+ - } -- if (data.environment !== undefined) { -- object.environment = getTexture(data.environment); -+ -+ if ( data.environment !== undefined ) { -+ -+ object.environment = getTexture( data.environment ); -+ - } -- if (data.fog !== undefined) { -- if (data.fog.type === 'Fog') { -- object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far); -- } else if (data.fog.type === 'FogExp2') { -- object.fog = new FogExp2(data.fog.color, data.fog.density); -+ -+ if ( data.fog !== undefined ) { -+ -+ if ( data.fog.type === 'Fog' ) { -+ -+ object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); -+ -+ } else if ( data.fog.type === 'FogExp2' ) { -+ -+ object.fog = new FogExp2( data.fog.color, data.fog.density ); -+ - } -+ - } -- if (data.backgroundBlurriness !== undefined) object.backgroundBlurriness = data.backgroundBlurriness; -+ -+ if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; -+ if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; -+ - break; -+ - case 'PerspectiveCamera': -- object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far); -- if (data.focus !== undefined) object.focus = data.focus; -- if (data.zoom !== undefined) object.zoom = data.zoom; -- if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge; -- if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset; -- if (data.view !== undefined) object.view = Object.assign({}, data.view); -+ -+ object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); -+ -+ if ( data.focus !== undefined ) object.focus = data.focus; -+ if ( data.zoom !== undefined ) object.zoom = data.zoom; -+ if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; -+ if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; -+ if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); -+ - break; -+ - case 'OrthographicCamera': -- object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far); -- if (data.zoom !== undefined) object.zoom = data.zoom; -- if (data.view !== undefined) object.view = Object.assign({}, data.view); -+ -+ object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); -+ -+ if ( data.zoom !== undefined ) object.zoom = data.zoom; -+ if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); -+ - break; -+ - case 'AmbientLight': -- object = new AmbientLight(data.color, data.intensity); -+ -+ object = new AmbientLight( data.color, data.intensity ); -+ - break; -+ - case 'DirectionalLight': -- object = new DirectionalLight(data.color, data.intensity); -+ -+ object = new DirectionalLight( data.color, data.intensity ); -+ - break; -+ - case 'PointLight': -- object = new PointLight(data.color, data.intensity, data.distance, data.decay); -+ -+ object = new PointLight( data.color, data.intensity, data.distance, data.decay ); -+ - break; -+ - case 'RectAreaLight': -- object = new RectAreaLight(data.color, data.intensity, data.width, data.height); -+ -+ object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); -+ - break; -+ - case 'SpotLight': -- object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay); -+ -+ object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); -+ - break; -+ - case 'HemisphereLight': -- object = new HemisphereLight(data.color, data.groundColor, data.intensity); -+ -+ object = new HemisphereLight( data.color, data.groundColor, data.intensity ); -+ - break; -+ - case 'LightProbe': -- object = new LightProbe().fromJSON(data); -+ -+ object = new LightProbe().fromJSON( data ); -+ - break; -+ - case 'SkinnedMesh': -- geometry = getGeometry(data.geometry); -- material = getMaterial(data.material); -- object = new SkinnedMesh(geometry, material); -- if (data.bindMode !== undefined) object.bindMode = data.bindMode; -- if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix); -- if (data.skeleton !== undefined) object.skeleton = data.skeleton; -+ -+ geometry = getGeometry( data.geometry ); -+ material = getMaterial( data.material ); -+ -+ object = new SkinnedMesh( geometry, material ); -+ -+ if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; -+ if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); -+ if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; -+ - break; -+ - case 'Mesh': -- geometry = getGeometry(data.geometry); -- material = getMaterial(data.material); -- object = new Mesh(geometry, material); -+ -+ geometry = getGeometry( data.geometry ); -+ material = getMaterial( data.material ); -+ -+ object = new Mesh( geometry, material ); -+ - break; -+ - case 'InstancedMesh': -- geometry = getGeometry(data.geometry); -- material = getMaterial(data.material); -+ -+ geometry = getGeometry( data.geometry ); -+ material = getMaterial( data.material ); - const count = data.count; - const instanceMatrix = data.instanceMatrix; - const instanceColor = data.instanceColor; -- object = new InstancedMesh(geometry, material, count); -- object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16); -- if (instanceColor !== undefined) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize); -+ -+ object = new InstancedMesh( geometry, material, count ); -+ object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); -+ if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); -+ - break; -+ - case 'LOD': -+ - object = new LOD(); -+ - break; -+ - case 'Line': -- object = new Line(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'LineLoop': -- object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'LineSegments': -- object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'PointCloud': - case 'Points': -- object = new Points(getGeometry(data.geometry), getMaterial(data.material)); -+ -+ object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); -+ - break; -+ - case 'Sprite': -- object = new Sprite(getMaterial(data.material)); -+ -+ object = new Sprite( getMaterial( data.material ) ); -+ - break; -+ - case 'Group': -+ - object = new Group(); -+ - break; -+ - case 'Bone': -+ - object = new Bone(); -+ - break; -+ - default: -+ - object = new Object3D(); -+ - } -+ - object.uuid = data.uuid; -- if (data.name !== undefined) object.name = data.name; -- if (data.matrix !== undefined) { -- object.matrix.fromArray(data.matrix); -- if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate; -- if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale); -+ -+ if ( data.name !== undefined ) object.name = data.name; -+ -+ if ( data.matrix !== undefined ) { -+ -+ object.matrix.fromArray( data.matrix ); -+ -+ if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; -+ if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); -+ - } else { -- if (data.position !== undefined) object.position.fromArray(data.position); -- if (data.rotation !== undefined) object.rotation.fromArray(data.rotation); -- if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion); -- if (data.scale !== undefined) object.scale.fromArray(data.scale); -- } -- if (data.castShadow !== undefined) object.castShadow = data.castShadow; -- if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow; -- if (data.shadow) { -- if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias; -- if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias; -- if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius; -- if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize); -- if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera); -- } -- if (data.visible !== undefined) object.visible = data.visible; -- if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled; -- if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder; -- if (data.userData !== undefined) object.userData = data.userData; -- if (data.layers !== undefined) object.layers.mask = data.layers; -- if (data.children !== undefined) { -+ -+ if ( data.position !== undefined ) object.position.fromArray( data.position ); -+ if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); -+ if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); -+ if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); -+ -+ } -+ -+ if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; -+ if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; -+ -+ if ( data.shadow ) { -+ -+ if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; -+ if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; -+ if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; -+ if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); -+ if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); -+ -+ } -+ -+ if ( data.visible !== undefined ) object.visible = data.visible; -+ if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; -+ if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; -+ if ( data.userData !== undefined ) object.userData = data.userData; -+ if ( data.layers !== undefined ) object.layers.mask = data.layers; -+ -+ if ( data.children !== undefined ) { -+ - const children = data.children; -- for (let i = 0; i < children.length; i++) { -- object.add(this.parseObject(children[i], geometries, materials, textures, animations)); -+ -+ for ( let i = 0; i < children.length; i ++ ) { -+ -+ object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) ); -+ - } -+ - } -- if (data.animations !== undefined) { -+ -+ if ( data.animations !== undefined ) { -+ - const objectAnimations = data.animations; -- for (let i = 0; i < objectAnimations.length; i++) { -- const uuid = objectAnimations[i]; -- object.animations.push(animations[uuid]); -+ -+ for ( let i = 0; i < objectAnimations.length; i ++ ) { -+ -+ const uuid = objectAnimations[ i ]; -+ -+ object.animations.push( animations[ uuid ] ); -+ - } -+ - } -- if (data.type === 'LOD') { -- if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate; -+ -+ if ( data.type === 'LOD' ) { -+ -+ if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; -+ - const levels = data.levels; -- for (let l = 0; l < levels.length; l++) { -- const level = levels[l]; -- const child = object.getObjectByProperty('uuid', level.object); -- if (child !== undefined) { -- object.addLevel(child, level.distance, level.hysteresis); -+ -+ for ( let l = 0; l < levels.length; l ++ ) { -+ -+ const level = levels[ l ]; -+ const child = object.getObjectByProperty( 'uuid', level.object ); -+ -+ if ( child !== undefined ) { -+ -+ object.addLevel( child, level.distance, level.hysteresis ); -+ - } -+ - } -+ - } -+ - return object; -+ - } -- bindSkeletons(object, skeletons) { -- if (Object.keys(skeletons).length === 0) return; -- object.traverse(function (child) { -- if (child.isSkinnedMesh === true && child.skeleton !== undefined) { -- const skeleton = skeletons[child.skeleton]; -- if (skeleton === undefined) { -- console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton); -+ -+ bindSkeletons( object, skeletons ) { -+ -+ if ( Object.keys( skeletons ).length === 0 ) return; -+ -+ object.traverse( function ( child ) { -+ -+ if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) { -+ -+ const skeleton = skeletons[ child.skeleton ]; -+ -+ if ( skeleton === undefined ) { -+ -+ console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton ); -+ - } else { -- child.bind(skeleton, child.bindMatrix); -+ -+ child.bind( skeleton, child.bindMatrix ); -+ - } -+ - } -- }); -+ -+ } ); -+ - } -+ - } -+ - const TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, -@@ -27978,11 +43949,13 @@ - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping - }; -+ - const TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping - }; -+ - const TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipmapNearestFilter: NearestMipmapNearestFilter, -@@ -27993,146 +43966,242 @@ - }; - - class ImageBitmapLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - this.isImageBitmapLoader = true; -- if (typeof createImageBitmap === 'undefined') { -- console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.'); -+ -+ if ( typeof createImageBitmap === 'undefined' ) { -+ -+ console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); -+ - } -- if (typeof fetch === 'undefined') { -- console.warn('THREE.ImageBitmapLoader: fetch() not supported.'); -+ -+ if ( typeof fetch === 'undefined' ) { -+ -+ console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); -+ - } -- this.options = { -- premultiplyAlpha: 'none' -- }; -+ -+ this.options = { premultiplyAlpha: 'none' }; -+ - } -- setOptions(options) { -+ -+ setOptions( options ) { -+ - this.options = options; -+ - return this; -+ - } -- load(url, onLoad, onProgress, onError) { -- if (url === undefined) url = ''; -- if (this.path !== undefined) url = this.path + url; -- url = this.manager.resolveURL(url); -+ -+ load( url, onLoad, onProgress, onError ) { -+ -+ if ( url === undefined ) url = ''; -+ -+ if ( this.path !== undefined ) url = this.path + url; -+ -+ url = this.manager.resolveURL( url ); -+ - const scope = this; -- const cached = Cache.get(url); -- if (cached !== undefined) { -- scope.manager.itemStart(url); -- setTimeout(function () { -- if (onLoad) onLoad(cached); -- scope.manager.itemEnd(url); -- }, 0); -+ -+ const cached = Cache.get( url ); -+ -+ if ( cached !== undefined ) { -+ -+ scope.manager.itemStart( url ); -+ -+ setTimeout( function () { -+ -+ if ( onLoad ) onLoad( cached ); -+ -+ scope.manager.itemEnd( url ); -+ -+ }, 0 ); -+ - return cached; -+ - } -+ - const fetchOptions = {}; -- fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include'; -+ fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; - fetchOptions.headers = this.requestHeader; -- fetch(url, fetchOptions).then(function (res) { -+ -+ fetch( url, fetchOptions ).then( function ( res ) { -+ - return res.blob(); -- }).then(function (blob) { -- return createImageBitmap(blob, Object.assign(scope.options, { -- colorSpaceConversion: 'none' -- })); -- }).then(function (imageBitmap) { -- Cache.add(url, imageBitmap); -- if (onLoad) onLoad(imageBitmap); -- scope.manager.itemEnd(url); -- }).catch(function (e) { -- if (onError) onError(e); -- scope.manager.itemError(url); -- scope.manager.itemEnd(url); -- }); -- scope.manager.itemStart(url); -+ -+ } ).then( function ( blob ) { -+ -+ return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); -+ -+ } ).then( function ( imageBitmap ) { -+ -+ Cache.add( url, imageBitmap ); -+ -+ if ( onLoad ) onLoad( imageBitmap ); -+ -+ scope.manager.itemEnd( url ); -+ -+ } ).catch( function ( e ) { -+ -+ if ( onError ) onError( e ); -+ -+ scope.manager.itemError( url ); -+ scope.manager.itemEnd( url ); -+ -+ } ); -+ -+ scope.manager.itemStart( url ); -+ - } -+ - } - - let _context; -+ - class AudioContext { -+ - static getContext() { -- if (_context === undefined) { -- _context = new (window.AudioContext || window.webkitAudioContext)(); -+ -+ if ( _context === undefined ) { -+ -+ _context = new ( window.AudioContext || window.webkitAudioContext )(); -+ - } -+ - return _context; -+ - } -- static setContext(value) { -+ -+ static setContext( value ) { -+ - _context = value; -+ - } -+ - } - - class AudioLoader extends Loader { -- constructor(manager) { -- super(manager); -+ -+ constructor( manager ) { -+ -+ super( manager ); -+ - } -- load(url, onLoad, onProgress, onError) { -+ -+ load( url, onLoad, onProgress, onError ) { -+ - const scope = this; -- const loader = new FileLoader(this.manager); -- loader.setResponseType('arraybuffer'); -- loader.setPath(this.path); -- loader.setRequestHeader(this.requestHeader); -- loader.setWithCredentials(this.withCredentials); -- loader.load(url, function (buffer) { -+ -+ const loader = new FileLoader( this.manager ); -+ loader.setResponseType( 'arraybuffer' ); -+ loader.setPath( this.path ); -+ loader.setRequestHeader( this.requestHeader ); -+ loader.setWithCredentials( this.withCredentials ); -+ loader.load( url, function ( buffer ) { -+ - try { -+ - // Create a copy of the buffer. The `decodeAudioData` method - // detaches the buffer when complete, preventing reuse. -- const bufferCopy = buffer.slice(0); -+ const bufferCopy = buffer.slice( 0 ); -+ - const context = AudioContext.getContext(); -- context.decodeAudioData(bufferCopy, function (audioBuffer) { -- onLoad(audioBuffer); -- }); -- } catch (e) { -- if (onError) { -- onError(e); -+ context.decodeAudioData( bufferCopy, function ( audioBuffer ) { -+ -+ onLoad( audioBuffer ); -+ -+ } ); -+ -+ } catch ( e ) { -+ -+ if ( onError ) { -+ -+ onError( e ); -+ - } else { -- console.error(e); -+ -+ console.error( e ); -+ - } -- scope.manager.itemError(url); -+ -+ scope.manager.itemError( url ); -+ - } -- }, onProgress, onError); -+ -+ }, onProgress, onError ); -+ - } -+ - } - - class HemisphereLightProbe extends LightProbe { -- constructor(skyColor, groundColor, intensity = 1) { -- super(undefined, intensity); -+ -+ constructor( skyColor, groundColor, intensity = 1 ) { -+ -+ super( undefined, intensity ); -+ - this.isHemisphereLightProbe = true; -- const color1 = new Color().set(skyColor); -- const color2 = new Color().set(groundColor); -- const sky = new Vector3(color1.r, color1.g, color1.b); -- const ground = new Vector3(color2.r, color2.g, color2.b); -+ -+ const color1 = new Color().set( skyColor ); -+ const color2 = new Color().set( groundColor ); -+ -+ const sky = new Vector3( color1.r, color1.g, color1.b ); -+ const ground = new Vector3( color2.r, color2.g, color2.b ); - - // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); -- const c0 = Math.sqrt(Math.PI); -- const c1 = c0 * Math.sqrt(0.75); -- this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0); -- this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1); -+ const c0 = Math.sqrt( Math.PI ); -+ const c1 = c0 * Math.sqrt( 0.75 ); -+ -+ this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 ); -+ this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 ); -+ - } -+ - } - - class AmbientLightProbe extends LightProbe { -- constructor(color, intensity = 1) { -- super(undefined, intensity); -+ -+ constructor( color, intensity = 1 ) { -+ -+ super( undefined, intensity ); -+ - this.isAmbientLightProbe = true; -- const color1 = new Color().set(color); -+ -+ const color1 = new Color().set( color ); - - // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); -- this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI)); -+ this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) ); -+ - } -+ - } - -- const _eyeRight = /*@__PURE__*/new Matrix4(); -- const _eyeLeft = /*@__PURE__*/new Matrix4(); -- const _projectionMatrix = /*@__PURE__*/new Matrix4(); -+ const _eyeRight = /*@__PURE__*/ new Matrix4(); -+ const _eyeLeft = /*@__PURE__*/ new Matrix4(); -+ const _projectionMatrix = /*@__PURE__*/ new Matrix4(); -+ - class StereoCamera { -+ - constructor() { -+ - this.type = 'StereoCamera'; -+ - this.aspect = 1; -+ - this.eyeSep = 0.064; -+ - this.cameraL = new PerspectiveCamera(); -- this.cameraL.layers.enable(1); -+ this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; -+ - this.cameraR = new PerspectiveCamera(); -- this.cameraR.layers.enable(2); -+ this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; -+ - this._cache = { - focus: null, - fov: null, -@@ -28142,11 +44211,19 @@ - zoom: null, - eyeSep: null - }; -+ - } -- update(camera) { -+ -+ update( camera ) { -+ - const cache = this._cache; -- const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; -- if (needsUpdate) { -+ -+ const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || -+ cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || -+ cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; -+ -+ if ( needsUpdate ) { -+ - cache.focus = camera.focus; - cache.fov = camera.fov; - cache.aspect = camera.aspect * this.aspect; -@@ -28158,168 +44235,265 @@ - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - -- _projectionMatrix.copy(camera.projectionMatrix); -+ _projectionMatrix.copy( camera.projectionMatrix ); - const eyeSepHalf = cache.eyeSep / 2; - const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; -- const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom; -+ const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; - let xmin, xmax; - - // translate xOffset - -- _eyeLeft.elements[12] = -eyeSepHalf; -- _eyeRight.elements[12] = eyeSepHalf; -+ _eyeLeft.elements[ 12 ] = - eyeSepHalf; -+ _eyeRight.elements[ 12 ] = eyeSepHalf; - - // for left eye - -- xmin = -ymax * cache.aspect + eyeSepOnProjection; -+ xmin = - ymax * cache.aspect + eyeSepOnProjection; - xmax = ymax * cache.aspect + eyeSepOnProjection; -- _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin); -- _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin); -- this.cameraL.projectionMatrix.copy(_projectionMatrix); -+ -+ _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); -+ _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); -+ -+ this.cameraL.projectionMatrix.copy( _projectionMatrix ); - - // for right eye - -- xmin = -ymax * cache.aspect - eyeSepOnProjection; -+ xmin = - ymax * cache.aspect - eyeSepOnProjection; - xmax = ymax * cache.aspect - eyeSepOnProjection; -- _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin); -- _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin); -- this.cameraR.projectionMatrix.copy(_projectionMatrix); -+ -+ _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); -+ _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); -+ -+ this.cameraR.projectionMatrix.copy( _projectionMatrix ); -+ - } -- this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft); -- this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight); -+ -+ this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); -+ this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); -+ - } -+ - } - - class Clock { -- constructor(autoStart = true) { -+ -+ constructor( autoStart = true ) { -+ - this.autoStart = autoStart; -+ - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; -+ - this.running = false; -+ - } -+ - start() { -+ - this.startTime = now(); -+ - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; -+ - } -+ - stop() { -+ - this.getElapsedTime(); - this.running = false; - this.autoStart = false; -+ - } -+ - getElapsedTime() { -+ - this.getDelta(); - return this.elapsedTime; -+ - } -+ - getDelta() { -+ - let diff = 0; -- if (this.autoStart && !this.running) { -+ -+ if ( this.autoStart && ! this.running ) { -+ - this.start(); - return 0; -+ - } -- if (this.running) { -+ -+ if ( this.running ) { -+ - const newTime = now(); -- diff = (newTime - this.oldTime) / 1000; -+ -+ diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; -+ - this.elapsedTime += diff; -+ - } -+ - return diff; -+ - } -+ - } -+ - function now() { -- return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732 -+ -+ return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 -+ - } - -- const _position$1 = /*@__PURE__*/new Vector3(); -- const _quaternion$1 = /*@__PURE__*/new Quaternion(); -- const _scale$1 = /*@__PURE__*/new Vector3(); -- const _orientation$1 = /*@__PURE__*/new Vector3(); -+ const _position$1 = /*@__PURE__*/ new Vector3(); -+ const _quaternion$1 = /*@__PURE__*/ new Quaternion(); -+ const _scale$1 = /*@__PURE__*/ new Vector3(); -+ const _orientation$1 = /*@__PURE__*/ new Vector3(); -+ - class AudioListener extends Object3D { -+ - constructor() { -+ - super(); -+ - this.type = 'AudioListener'; -+ - this.context = AudioContext.getContext(); -+ - this.gain = this.context.createGain(); -- this.gain.connect(this.context.destination); -+ this.gain.connect( this.context.destination ); -+ - this.filter = null; -+ - this.timeDelta = 0; - - // private - - this._clock = new Clock(); -+ - } -+ - getInput() { -+ - return this.gain; -+ - } -+ - removeFilter() { -- if (this.filter !== null) { -- this.gain.disconnect(this.filter); -- this.filter.disconnect(this.context.destination); -- this.gain.connect(this.context.destination); -+ -+ if ( this.filter !== null ) { -+ -+ this.gain.disconnect( this.filter ); -+ this.filter.disconnect( this.context.destination ); -+ this.gain.connect( this.context.destination ); - this.filter = null; -+ - } -+ - return this; -+ - } -+ - getFilter() { -+ - return this.filter; -+ - } -- setFilter(value) { -- if (this.filter !== null) { -- this.gain.disconnect(this.filter); -- this.filter.disconnect(this.context.destination); -+ -+ setFilter( value ) { -+ -+ if ( this.filter !== null ) { -+ -+ this.gain.disconnect( this.filter ); -+ this.filter.disconnect( this.context.destination ); -+ - } else { -- this.gain.disconnect(this.context.destination); -+ -+ this.gain.disconnect( this.context.destination ); -+ - } -+ - this.filter = value; -- this.gain.connect(this.filter); -- this.filter.connect(this.context.destination); -+ this.gain.connect( this.filter ); -+ this.filter.connect( this.context.destination ); -+ - return this; -+ - } -+ - getMasterVolume() { -+ - return this.gain.gain.value; -+ - } -- setMasterVolume(value) { -- this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01); -+ -+ setMasterVolume( value ) { -+ -+ this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); -+ - return this; -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ - const listener = this.context.listener; - const up = this.up; -+ - this.timeDelta = this._clock.getDelta(); -- this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1); -- _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1); -- if (listener.positionX) { -+ -+ this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); -+ -+ _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 ); -+ -+ if ( listener.positionX ) { -+ - // code path for Chrome (see #14393) - - const endTime = this.context.currentTime + this.timeDelta; -- listener.positionX.linearRampToValueAtTime(_position$1.x, endTime); -- listener.positionY.linearRampToValueAtTime(_position$1.y, endTime); -- listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime); -- listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime); -- listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime); -- listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime); -- listener.upX.linearRampToValueAtTime(up.x, endTime); -- listener.upY.linearRampToValueAtTime(up.y, endTime); -- listener.upZ.linearRampToValueAtTime(up.z, endTime); -+ -+ listener.positionX.linearRampToValueAtTime( _position$1.x, endTime ); -+ listener.positionY.linearRampToValueAtTime( _position$1.y, endTime ); -+ listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime ); -+ listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime ); -+ listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime ); -+ listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime ); -+ listener.upX.linearRampToValueAtTime( up.x, endTime ); -+ listener.upY.linearRampToValueAtTime( up.y, endTime ); -+ listener.upZ.linearRampToValueAtTime( up.z, endTime ); -+ - } else { -- listener.setPosition(_position$1.x, _position$1.y, _position$1.z); -- listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z); -+ -+ listener.setPosition( _position$1.x, _position$1.y, _position$1.z ); -+ listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z ); -+ - } -+ - } -+ - } - - class Audio extends Object3D { -- constructor(listener) { -+ -+ constructor( listener ) { -+ - super(); -+ - this.type = 'Audio'; -+ - this.listener = listener; - this.context = listener.context; -+ - this.gain = this.context.createGain(); -- this.gain.connect(listener.getInput()); -+ this.gain.connect( listener.getInput() ); -+ - this.autoplay = false; -+ - this.buffer = null; - this.detune = 0; - this.loop = false; -@@ -28332,306 +44506,548 @@ - this.hasPlaybackControl = true; - this.source = null; - this.sourceType = 'empty'; -+ - this._startedAt = 0; - this._progress = 0; - this._connected = false; -+ - this.filters = []; -+ - } -+ - getOutput() { -+ - return this.gain; -+ - } -- setNodeSource(audioNode) { -+ -+ setNodeSource( audioNode ) { -+ - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); -+ - return this; -+ - } -- setMediaElementSource(mediaElement) { -+ -+ setMediaElementSource( mediaElement ) { -+ - this.hasPlaybackControl = false; - this.sourceType = 'mediaNode'; -- this.source = this.context.createMediaElementSource(mediaElement); -+ this.source = this.context.createMediaElementSource( mediaElement ); - this.connect(); -+ - return this; -+ - } -- setMediaStreamSource(mediaStream) { -+ -+ setMediaStreamSource( mediaStream ) { -+ - this.hasPlaybackControl = false; - this.sourceType = 'mediaStreamNode'; -- this.source = this.context.createMediaStreamSource(mediaStream); -+ this.source = this.context.createMediaStreamSource( mediaStream ); - this.connect(); -+ - return this; -+ - } -- setBuffer(audioBuffer) { -+ -+ setBuffer( audioBuffer ) { -+ - this.buffer = audioBuffer; - this.sourceType = 'buffer'; -- if (this.autoplay) this.play(); -+ -+ if ( this.autoplay ) this.play(); -+ - return this; -+ - } -- play(delay = 0) { -- if (this.isPlaying === true) { -- console.warn('THREE.Audio: Audio is already playing.'); -+ -+ play( delay = 0 ) { -+ -+ if ( this.isPlaying === true ) { -+ -+ console.warn( 'THREE.Audio: Audio is already playing.' ); - return; -+ - } -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this._startedAt = this.context.currentTime + delay; -+ - const source = this.context.createBufferSource(); - source.buffer = this.buffer; - source.loop = this.loop; - source.loopStart = this.loopStart; - source.loopEnd = this.loopEnd; -- source.onended = this.onEnded.bind(this); -- source.start(this._startedAt, this._progress + this.offset, this.duration); -+ source.onended = this.onEnded.bind( this ); -+ source.start( this._startedAt, this._progress + this.offset, this.duration ); -+ - this.isPlaying = true; -+ - this.source = source; -- this.setDetune(this.detune); -- this.setPlaybackRate(this.playbackRate); -+ -+ this.setDetune( this.detune ); -+ this.setPlaybackRate( this.playbackRate ); -+ - return this.connect(); -+ - } -+ - pause() { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -- if (this.isPlaying === true) { -+ -+ if ( this.isPlaying === true ) { -+ - // update current progress - -- this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate; -- if (this.loop === true) { -+ this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; -+ -+ if ( this.loop === true ) { -+ - // ensure _progress does not exceed duration with looped audios - -- this._progress = this._progress % (this.duration || this.buffer.duration); -+ this._progress = this._progress % ( this.duration || this.buffer.duration ); -+ - } -+ - this.source.stop(); - this.source.onended = null; -+ - this.isPlaying = false; -+ - } -+ - return this; -+ - } -+ - stop() { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this._progress = 0; -+ - this.source.stop(); - this.source.onended = null; - this.isPlaying = false; -+ - return this; -+ - } -+ - connect() { -- if (this.filters.length > 0) { -- this.source.connect(this.filters[0]); -- for (let i = 1, l = this.filters.length; i < l; i++) { -- this.filters[i - 1].connect(this.filters[i]); -+ -+ if ( this.filters.length > 0 ) { -+ -+ this.source.connect( this.filters[ 0 ] ); -+ -+ for ( let i = 1, l = this.filters.length; i < l; i ++ ) { -+ -+ this.filters[ i - 1 ].connect( this.filters[ i ] ); -+ - } -- this.filters[this.filters.length - 1].connect(this.getOutput()); -+ -+ this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); -+ - } else { -- this.source.connect(this.getOutput()); -+ -+ this.source.connect( this.getOutput() ); -+ - } -+ - this._connected = true; -+ - return this; -+ - } -+ - disconnect() { -- if (this.filters.length > 0) { -- this.source.disconnect(this.filters[0]); -- for (let i = 1, l = this.filters.length; i < l; i++) { -- this.filters[i - 1].disconnect(this.filters[i]); -+ -+ if ( this.filters.length > 0 ) { -+ -+ this.source.disconnect( this.filters[ 0 ] ); -+ -+ for ( let i = 1, l = this.filters.length; i < l; i ++ ) { -+ -+ this.filters[ i - 1 ].disconnect( this.filters[ i ] ); -+ - } -- this.filters[this.filters.length - 1].disconnect(this.getOutput()); -+ -+ this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); -+ - } else { -- this.source.disconnect(this.getOutput()); -+ -+ this.source.disconnect( this.getOutput() ); -+ - } -+ - this._connected = false; -+ - return this; -+ - } -+ - getFilters() { -+ - return this.filters; -+ - } -- setFilters(value) { -- if (!value) value = []; -- if (this._connected === true) { -+ -+ setFilters( value ) { -+ -+ if ( ! value ) value = []; -+ -+ if ( this._connected === true ) { -+ - this.disconnect(); - this.filters = value.slice(); - this.connect(); -+ - } else { -+ - this.filters = value.slice(); -+ - } -+ - return this; -+ - } -- setDetune(value) { -+ -+ setDetune( value ) { -+ - this.detune = value; -- if (this.source.detune === undefined) return; // only set detune when available - -- if (this.isPlaying === true) { -- this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01); -+ if ( this.source.detune === undefined ) return; // only set detune when available -+ -+ if ( this.isPlaying === true ) { -+ -+ this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); -+ - } -+ - return this; -+ - } -+ - getDetune() { -+ - return this.detune; -+ - } -+ - getFilter() { -- return this.getFilters()[0]; -+ -+ return this.getFilters()[ 0 ]; -+ - } -- setFilter(filter) { -- return this.setFilters(filter ? [filter] : []); -+ -+ setFilter( filter ) { -+ -+ return this.setFilters( filter ? [ filter ] : [] ); -+ - } -- setPlaybackRate(value) { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ setPlaybackRate( value ) { -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this.playbackRate = value; -- if (this.isPlaying === true) { -- this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01); -+ -+ if ( this.isPlaying === true ) { -+ -+ this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); -+ - } -+ - return this; -+ - } -+ - getPlaybackRate() { -+ - return this.playbackRate; -+ - } -+ - onEnded() { -+ - this.isPlaying = false; -+ - } -+ - getLoop() { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; -+ - } -+ - return this.loop; -+ - } -- setLoop(value) { -- if (this.hasPlaybackControl === false) { -- console.warn('THREE.Audio: this Audio has no playback control.'); -+ -+ setLoop( value ) { -+ -+ if ( this.hasPlaybackControl === false ) { -+ -+ console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; -+ - } -+ - this.loop = value; -- if (this.isPlaying === true) { -+ -+ if ( this.isPlaying === true ) { -+ - this.source.loop = this.loop; -+ - } -+ - return this; -+ - } -- setLoopStart(value) { -+ -+ setLoopStart( value ) { -+ - this.loopStart = value; -+ - return this; -+ - } -- setLoopEnd(value) { -+ -+ setLoopEnd( value ) { -+ - this.loopEnd = value; -+ - return this; -+ - } -+ - getVolume() { -+ - return this.gain.gain.value; -+ - } -- setVolume(value) { -- this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01); -+ -+ setVolume( value ) { -+ -+ this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); -+ - return this; -+ - } -+ - } - -- const _position = /*@__PURE__*/new Vector3(); -- const _quaternion = /*@__PURE__*/new Quaternion(); -- const _scale = /*@__PURE__*/new Vector3(); -- const _orientation = /*@__PURE__*/new Vector3(); -+ const _position = /*@__PURE__*/ new Vector3(); -+ const _quaternion = /*@__PURE__*/ new Quaternion(); -+ const _scale = /*@__PURE__*/ new Vector3(); -+ const _orientation = /*@__PURE__*/ new Vector3(); -+ - class PositionalAudio extends Audio { -- constructor(listener) { -- super(listener); -+ -+ constructor( listener ) { -+ -+ super( listener ); -+ - this.panner = this.context.createPanner(); - this.panner.panningModel = 'HRTF'; -- this.panner.connect(this.gain); -+ this.panner.connect( this.gain ); -+ - } -+ - disconnect() { -+ - super.disconnect(); -- this.panner.disconnect(this.gain); -+ -+ this.panner.disconnect( this.gain ); -+ - } -+ - getOutput() { -+ - return this.panner; -+ - } -+ - getRefDistance() { -+ - return this.panner.refDistance; -+ - } -- setRefDistance(value) { -+ -+ setRefDistance( value ) { -+ - this.panner.refDistance = value; -+ - return this; -+ - } -+ - getRolloffFactor() { -+ - return this.panner.rolloffFactor; -+ - } -- setRolloffFactor(value) { -+ -+ setRolloffFactor( value ) { -+ - this.panner.rolloffFactor = value; -+ - return this; -+ - } -+ - getDistanceModel() { -+ - return this.panner.distanceModel; -+ - } -- setDistanceModel(value) { -+ -+ setDistanceModel( value ) { -+ - this.panner.distanceModel = value; -+ - return this; -+ - } -+ - getMaxDistance() { -+ - return this.panner.maxDistance; -+ - } -- setMaxDistance(value) { -+ -+ setMaxDistance( value ) { -+ - this.panner.maxDistance = value; -+ - return this; -+ - } -- setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) { -+ -+ setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { -+ - this.panner.coneInnerAngle = coneInnerAngle; - this.panner.coneOuterAngle = coneOuterAngle; - this.panner.coneOuterGain = coneOuterGain; -+ - return this; -+ - } -- updateMatrixWorld(force) { -- super.updateMatrixWorld(force); -- if (this.hasPlaybackControl === true && this.isPlaying === false) return; -- this.matrixWorld.decompose(_position, _quaternion, _scale); -- _orientation.set(0, 0, 1).applyQuaternion(_quaternion); -+ -+ updateMatrixWorld( force ) { -+ -+ super.updateMatrixWorld( force ); -+ -+ if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; -+ -+ this.matrixWorld.decompose( _position, _quaternion, _scale ); -+ -+ _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); -+ - const panner = this.panner; -- if (panner.positionX) { -+ -+ if ( panner.positionX ) { -+ - // code path for Chrome and Firefox (see #14393) - - const endTime = this.context.currentTime + this.listener.timeDelta; -- panner.positionX.linearRampToValueAtTime(_position.x, endTime); -- panner.positionY.linearRampToValueAtTime(_position.y, endTime); -- panner.positionZ.linearRampToValueAtTime(_position.z, endTime); -- panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime); -- panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime); -- panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime); -+ -+ panner.positionX.linearRampToValueAtTime( _position.x, endTime ); -+ panner.positionY.linearRampToValueAtTime( _position.y, endTime ); -+ panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); -+ panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); -+ panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); -+ panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); -+ - } else { -- panner.setPosition(_position.x, _position.y, _position.z); -- panner.setOrientation(_orientation.x, _orientation.y, _orientation.z); -+ -+ panner.setPosition( _position.x, _position.y, _position.z ); -+ panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); -+ - } -+ - } -+ - } - - class AudioAnalyser { -- constructor(audio, fftSize = 2048) { -+ -+ constructor( audio, fftSize = 2048 ) { -+ - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize; -- this.data = new Uint8Array(this.analyser.frequencyBinCount); -- audio.getOutput().connect(this.analyser); -+ -+ this.data = new Uint8Array( this.analyser.frequencyBinCount ); -+ -+ audio.getOutput().connect( this.analyser ); -+ - } -+ -+ - getFrequencyData() { -- this.analyser.getByteFrequencyData(this.data); -+ -+ this.analyser.getByteFrequencyData( this.data ); -+ - return this.data; -+ - } -+ - getAverageFrequency() { -+ - let value = 0; - const data = this.getFrequencyData(); -- for (let i = 0; i < data.length; i++) { -- value += data[i]; -+ -+ for ( let i = 0; i < data.length; i ++ ) { -+ -+ value += data[ i ]; -+ - } -+ - return value / data.length; -+ - } -+ - } - - class PropertyMixer { -- constructor(binding, typeName, valueSize) { -+ -+ constructor( binding, typeName, valueSize ) { -+ - this.binding = binding; - this.valueSize = valueSize; -- let mixFunction, mixFunctionAdditive, setIdentity; -+ -+ let mixFunction, -+ mixFunctionAdditive, -+ setIdentity; - - // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] - // -@@ -28649,14 +45065,17 @@ - // 'work' is optional and is only present for quaternion types. It is used - // to store intermediate quaternion multiplication results - -- switch (typeName) { -+ switch ( typeName ) { -+ - case 'quaternion': - mixFunction = this._slerp; - mixFunctionAdditive = this._slerpAdditive; - setIdentity = this._setAdditiveIdentityQuaternion; -- this.buffer = new Float64Array(valueSize * 6); -+ -+ this.buffer = new Float64Array( valueSize * 6 ); - this._workIndex = 5; - break; -+ - case 'string': - case 'bool': - mixFunction = this._select; -@@ -28664,238 +45083,370 @@ - // Use the regular mix function and for additive on these types, - // additive is not relevant for non-numeric types - mixFunctionAdditive = this._select; -+ - setIdentity = this._setAdditiveIdentityOther; -- this.buffer = new Array(valueSize * 5); -+ -+ this.buffer = new Array( valueSize * 5 ); - break; -+ - default: - mixFunction = this._lerp; - mixFunctionAdditive = this._lerpAdditive; - setIdentity = this._setAdditiveIdentityNumeric; -- this.buffer = new Float64Array(valueSize * 5); -+ -+ this.buffer = new Float64Array( valueSize * 5 ); -+ - } -+ - this._mixBufferRegion = mixFunction; - this._mixBufferRegionAdditive = mixFunctionAdditive; - this._setIdentity = setIdentity; - this._origIndex = 3; - this._addIndex = 4; -+ - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; -+ - this.useCount = 0; - this.referenceCount = 0; -+ - } - - // accumulate data in the 'incoming' region into 'accu' -- accumulate(accuIndex, weight) { -+ accumulate( accuIndex, weight ) { -+ - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place - - const buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride; -+ - let currentWeight = this.cumulativeWeight; -- if (currentWeight === 0) { -+ -+ if ( currentWeight === 0 ) { -+ - // accuN := incoming * weight - -- for (let i = 0; i !== stride; ++i) { -- buffer[offset + i] = buffer[i]; -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ buffer[ offset + i ] = buffer[ i ]; -+ - } -+ - currentWeight = weight; -+ - } else { -+ - // accuN := accuN + incoming * weight - - currentWeight += weight; - const mix = weight / currentWeight; -- this._mixBufferRegion(buffer, offset, 0, mix, stride); -+ this._mixBufferRegion( buffer, offset, 0, mix, stride ); -+ - } -+ - this.cumulativeWeight = currentWeight; -+ - } - - // accumulate data in the 'incoming' region into 'add' -- accumulateAdditive(weight) { -+ accumulateAdditive( weight ) { -+ - const buffer = this.buffer, - stride = this.valueSize, - offset = stride * this._addIndex; -- if (this.cumulativeWeightAdditive === 0) { -+ -+ if ( this.cumulativeWeightAdditive === 0 ) { -+ - // add = identity - - this._setIdentity(); -+ - } - - // add := add + incoming * weight - -- this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride); -+ this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); - this.cumulativeWeightAdditive += weight; -+ - } - - // apply the state of 'accu' to the binding when accus differ -- apply(accuIndex) { -+ apply( accuIndex ) { -+ - const stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, -+ - weight = this.cumulativeWeight, - weightAdditive = this.cumulativeWeightAdditive, -+ - binding = this.binding; -+ - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; -- if (weight < 1) { -+ -+ if ( weight < 1 ) { -+ - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - const originalValueOffset = stride * this._origIndex; -- this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride); -+ -+ this._mixBufferRegion( -+ buffer, offset, originalValueOffset, 1 - weight, stride ); -+ - } -- if (weightAdditive > 0) { -+ -+ if ( weightAdditive > 0 ) { -+ - // accuN := accuN + additive accuN - -- this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride); -+ this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); -+ - } -- for (let i = stride, e = stride + stride; i !== e; ++i) { -- if (buffer[i] !== buffer[i + stride]) { -+ -+ for ( let i = stride, e = stride + stride; i !== e; ++ i ) { -+ -+ if ( buffer[ i ] !== buffer[ i + stride ] ) { -+ - // value has changed -> update scene graph - -- binding.setValue(buffer, offset); -+ binding.setValue( buffer, offset ); - break; -+ - } -+ - } -+ - } - - // remember the state of the bound property and copy it to both accus - saveOriginalState() { -+ - const binding = this.binding; -+ - const buffer = this.buffer, - stride = this.valueSize, -+ - originalValueOffset = stride * this._origIndex; -- binding.getValue(buffer, originalValueOffset); -+ -+ binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original -- for (let i = stride, e = originalValueOffset; i !== e; ++i) { -- buffer[i] = buffer[originalValueOffset + i % stride]; -+ for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { -+ -+ buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; -+ - } - - // Add to identity for additive - this._setIdentity(); -+ - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; -+ - } - - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState() { -+ - const originalValueOffset = this.valueSize * 3; -- this.binding.setValue(this.buffer, originalValueOffset); -+ this.binding.setValue( this.buffer, originalValueOffset ); -+ - } -+ - _setAdditiveIdentityNumeric() { -+ - const startIndex = this._addIndex * this.valueSize; - const endIndex = startIndex + this.valueSize; -- for (let i = startIndex; i < endIndex; i++) { -- this.buffer[i] = 0; -+ -+ for ( let i = startIndex; i < endIndex; i ++ ) { -+ -+ this.buffer[ i ] = 0; -+ - } -+ - } -+ - _setAdditiveIdentityQuaternion() { -+ - this._setAdditiveIdentityNumeric(); -- this.buffer[this._addIndex * this.valueSize + 3] = 1; -+ this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; -+ - } -+ - _setAdditiveIdentityOther() { -+ - const startIndex = this._origIndex * this.valueSize; - const targetIndex = this._addIndex * this.valueSize; -- for (let i = 0; i < this.valueSize; i++) { -- this.buffer[targetIndex + i] = this.buffer[startIndex + i]; -+ -+ for ( let i = 0; i < this.valueSize; i ++ ) { -+ -+ this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; -+ - } -+ - } - -+ - // mix functions - -- _select(buffer, dstOffset, srcOffset, t, stride) { -- if (t >= 0.5) { -- for (let i = 0; i !== stride; ++i) { -- buffer[dstOffset + i] = buffer[srcOffset + i]; -+ _select( buffer, dstOffset, srcOffset, t, stride ) { -+ -+ if ( t >= 0.5 ) { -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ -+ buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; -+ - } -+ - } -+ - } -- _slerp(buffer, dstOffset, srcOffset, t) { -- Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t); -+ -+ _slerp( buffer, dstOffset, srcOffset, t ) { -+ -+ Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); -+ - } -- _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) { -+ -+ _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { -+ - const workOffset = this._workIndex * stride; - - // Store result in intermediate buffer offset -- Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); -+ Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); - - // Slerp to the intermediate result -- Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t); -+ Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); -+ - } -- _lerp(buffer, dstOffset, srcOffset, t, stride) { -+ -+ _lerp( buffer, dstOffset, srcOffset, t, stride ) { -+ - const s = 1 - t; -- for (let i = 0; i !== stride; ++i) { -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ - const j = dstOffset + i; -- buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t; -+ -+ buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; -+ - } -+ - } -- _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) { -- for (let i = 0; i !== stride; ++i) { -+ -+ _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { -+ -+ for ( let i = 0; i !== stride; ++ i ) { -+ - const j = dstOffset + i; -- buffer[j] = buffer[j] + buffer[srcOffset + i] * t; -+ -+ buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; -+ - } -+ - } -+ - } - - // Characters [].:/ are reserved for track binding syntax. - const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; -- const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); -+ const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); - - // Attempts to allow node names from any language. ES5's `\w` regexp matches - // only latin characters, and the unicode \p{L} is not yet supported. So - // instead, we exclude reserved characters and match everything else. - const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; -- const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; -+ const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - - // Parent directories, delimited by '/' or ':'. Currently unused, but must - // be matched to parse the rest of the track name. -- const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); -+ const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); - - // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. -- const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); -+ const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); - - // Object on target node, and accessor. May not contain reserved - // characters. Accessor may contain any character except closing bracket. -- const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); -+ const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); - - // Property and accessor. May not contain reserved characters. Accessor may - // contain any non-bracket characters. -- const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar); -- const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$'); -- const _supportedObjectNames = ['material', 'materials', 'bones', 'map']; -+ const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); -+ -+ const _trackRe = new RegExp( '' -+ + '^' -+ + _directoryRe -+ + _nodeRe -+ + _objectRe -+ + _propertyRe -+ + '$' -+ ); -+ -+ const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ]; -+ - class Composite { -- constructor(targetGroup, path, optionalParsedPath) { -- const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path); -+ -+ constructor( targetGroup, path, optionalParsedPath ) { -+ -+ const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); -+ - this._targetGroup = targetGroup; -- this._bindings = targetGroup.subscribe_(path, parsedPath); -+ this._bindings = targetGroup.subscribe_( path, parsedPath ); -+ - } -- getValue(array, offset) { -+ -+ getValue( array, offset ) { -+ - this.bind(); // bind all binding - - const firstValidIndex = this._targetGroup.nCachedObjects_, -- binding = this._bindings[firstValidIndex]; -+ binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first -- if (binding !== undefined) binding.getValue(array, offset); -+ if ( binding !== undefined ) binding.getValue( array, offset ); -+ - } -- setValue(array, offset) { -+ -+ setValue( array, offset ) { -+ - const bindings = this._bindings; -- for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { -- bindings[i].setValue(array, offset); -+ -+ for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { -+ -+ bindings[ i ].setValue( array, offset ); -+ - } -+ - } -+ - bind() { -+ - const bindings = this._bindings; -- for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { -- bindings[i].bind(); -+ -+ for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { -+ -+ bindings[ i ].bind(); -+ - } -+ - } -+ - unbind() { -+ - const bindings = this._bindings; -- for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { -- bindings[i].unbind(); -+ -+ for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { -+ -+ bindings[ i ].unbind(); -+ - } -+ - } -+ - } - - // Note: This class uses a State pattern on a per-method basis: -@@ -28904,22 +45455,35 @@ - // the bound state. When the property is not found, the methods - // become no-ops. - class PropertyBinding { -- constructor(rootNode, path, parsedPath) { -+ -+ constructor( rootNode, path, parsedPath ) { -+ - this.path = path; -- this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path); -- this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode; -+ this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); -+ -+ this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; -+ - this.rootNode = rootNode; - - // initial state of these methods that calls 'bind' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; -+ - } -- static create(root, path, parsedPath) { -- if (!(root && root.isAnimationObjectGroup)) { -- return new PropertyBinding(root, path, parsedPath); -+ -+ -+ static create( root, path, parsedPath ) { -+ -+ if ( ! ( root && root.isAnimationObjectGroup ) ) { -+ -+ return new PropertyBinding( root, path, parsedPath ); -+ - } else { -- return new PropertyBinding.Composite(root, path, parsedPath); -+ -+ return new PropertyBinding.Composite( root, path, parsedPath ); -+ - } -+ - } - - /** -@@ -28929,73 +45493,118 @@ - * @param {string} name Node name to be sanitized. - * @return {string} - */ -- static sanitizeNodeName(name) { -- return name.replace(/\s/g, '_').replace(_reservedRe, ''); -+ static sanitizeNodeName( name ) { -+ -+ return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); -+ - } -- static parseTrackName(trackName) { -- const matches = _trackRe.exec(trackName); -- if (matches === null) { -- throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName); -+ -+ static parseTrackName( trackName ) { -+ -+ const matches = _trackRe.exec( trackName ); -+ -+ if ( matches === null ) { -+ -+ throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); -+ - } -+ - const results = { - // directoryName: matches[ 1 ], // (tschw) currently unused -- nodeName: matches[2], -- objectName: matches[3], -- objectIndex: matches[4], -- propertyName: matches[5], -- // required -- propertyIndex: matches[6] -+ nodeName: matches[ 2 ], -+ objectName: matches[ 3 ], -+ objectIndex: matches[ 4 ], -+ propertyName: matches[ 5 ], // required -+ propertyIndex: matches[ 6 ] - }; -- const lastDot = results.nodeName && results.nodeName.lastIndexOf('.'); -- if (lastDot !== undefined && lastDot !== -1) { -- const objectName = results.nodeName.substring(lastDot + 1); -+ -+ const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); -+ -+ if ( lastDot !== undefined && lastDot !== - 1 ) { -+ -+ const objectName = results.nodeName.substring( lastDot + 1 ); - - // Object names must be checked against an allowlist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). -- if (_supportedObjectNames.indexOf(objectName) !== -1) { -- results.nodeName = results.nodeName.substring(0, lastDot); -+ if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { -+ -+ results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; -+ - } -+ - } -- if (results.propertyName === null || results.propertyName.length === 0) { -- throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName); -+ -+ if ( results.propertyName === null || results.propertyName.length === 0 ) { -+ -+ throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); -+ - } -+ - return results; -+ - } -- static findNode(root, nodeName) { -- if (nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) { -+ -+ static findNode( root, nodeName ) { -+ -+ if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { -+ - return root; -+ - } - - // search into skeleton bones. -- if (root.skeleton) { -- const bone = root.skeleton.getBoneByName(nodeName); -- if (bone !== undefined) { -+ if ( root.skeleton ) { -+ -+ const bone = root.skeleton.getBoneByName( nodeName ); -+ -+ if ( bone !== undefined ) { -+ - return bone; -+ - } -+ - } - - // search into node subtree. -- if (root.children) { -- const searchNodeSubtree = function (children) { -- for (let i = 0; i < children.length; i++) { -- const childNode = children[i]; -- if (childNode.name === nodeName || childNode.uuid === nodeName) { -+ if ( root.children ) { -+ -+ const searchNodeSubtree = function ( children ) { -+ -+ for ( let i = 0; i < children.length; i ++ ) { -+ -+ const childNode = children[ i ]; -+ -+ if ( childNode.name === nodeName || childNode.uuid === nodeName ) { -+ - return childNode; -+ - } -- const result = searchNodeSubtree(childNode.children); -- if (result) return result; -+ -+ const result = searchNodeSubtree( childNode.children ); -+ -+ if ( result ) return result; -+ - } -+ - return null; -+ - }; -- const subTreeNode = searchNodeSubtree(root.children); -- if (subTreeNode) { -+ -+ const subTreeNode = searchNodeSubtree( root.children ); -+ -+ if ( subTreeNode ) { -+ - return subTreeNode; -+ - } -+ - } -+ - return null; -+ - } - - // these are used to "bind" a nonexistent property -@@ -29004,105 +45613,174 @@ - - // Getters - -- _getValue_direct(buffer, offset) { -- buffer[offset] = this.targetObject[this.propertyName]; -+ _getValue_direct( buffer, offset ) { -+ -+ buffer[ offset ] = this.targetObject[ this.propertyName ]; -+ - } -- _getValue_array(buffer, offset) { -+ -+ _getValue_array( buffer, offset ) { -+ - const source = this.resolvedProperty; -- for (let i = 0, n = source.length; i !== n; ++i) { -- buffer[offset++] = source[i]; -+ -+ for ( let i = 0, n = source.length; i !== n; ++ i ) { -+ -+ buffer[ offset ++ ] = source[ i ]; -+ - } -+ - } -- _getValue_arrayElement(buffer, offset) { -- buffer[offset] = this.resolvedProperty[this.propertyIndex]; -+ -+ _getValue_arrayElement( buffer, offset ) { -+ -+ buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; -+ - } -- _getValue_toArray(buffer, offset) { -- this.resolvedProperty.toArray(buffer, offset); -+ -+ _getValue_toArray( buffer, offset ) { -+ -+ this.resolvedProperty.toArray( buffer, offset ); -+ - } - - // Direct - -- _setValue_direct(buffer, offset) { -- this.targetObject[this.propertyName] = buffer[offset]; -+ _setValue_direct( buffer, offset ) { -+ -+ this.targetObject[ this.propertyName ] = buffer[ offset ]; -+ - } -- _setValue_direct_setNeedsUpdate(buffer, offset) { -- this.targetObject[this.propertyName] = buffer[offset]; -+ -+ _setValue_direct_setNeedsUpdate( buffer, offset ) { -+ -+ this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; -+ - } -- _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) { -- this.targetObject[this.propertyName] = buffer[offset]; -+ -+ _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ -+ this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } - - // EntireArray - -- _setValue_array(buffer, offset) { -+ _setValue_array( buffer, offset ) { -+ - const dest = this.resolvedProperty; -- for (let i = 0, n = dest.length; i !== n; ++i) { -- dest[i] = buffer[offset++]; -+ -+ for ( let i = 0, n = dest.length; i !== n; ++ i ) { -+ -+ dest[ i ] = buffer[ offset ++ ]; -+ - } -+ - } -- _setValue_array_setNeedsUpdate(buffer, offset) { -+ -+ _setValue_array_setNeedsUpdate( buffer, offset ) { -+ - const dest = this.resolvedProperty; -- for (let i = 0, n = dest.length; i !== n; ++i) { -- dest[i] = buffer[offset++]; -+ -+ for ( let i = 0, n = dest.length; i !== n; ++ i ) { -+ -+ dest[ i ] = buffer[ offset ++ ]; -+ - } -+ - this.targetObject.needsUpdate = true; -+ - } -- _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) { -+ -+ _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ - const dest = this.resolvedProperty; -- for (let i = 0, n = dest.length; i !== n; ++i) { -- dest[i] = buffer[offset++]; -+ -+ for ( let i = 0, n = dest.length; i !== n; ++ i ) { -+ -+ dest[ i ] = buffer[ offset ++ ]; -+ - } -+ - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } - - // ArrayElement - -- _setValue_arrayElement(buffer, offset) { -- this.resolvedProperty[this.propertyIndex] = buffer[offset]; -+ _setValue_arrayElement( buffer, offset ) { -+ -+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; -+ - } -- _setValue_arrayElement_setNeedsUpdate(buffer, offset) { -- this.resolvedProperty[this.propertyIndex] = buffer[offset]; -+ -+ _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; -+ - } -- _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) { -- this.resolvedProperty[this.propertyIndex] = buffer[offset]; -+ -+ _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } - - // HasToFromArray - -- _setValue_fromArray(buffer, offset) { -- this.resolvedProperty.fromArray(buffer, offset); -+ _setValue_fromArray( buffer, offset ) { -+ -+ this.resolvedProperty.fromArray( buffer, offset ); -+ - } -- _setValue_fromArray_setNeedsUpdate(buffer, offset) { -- this.resolvedProperty.fromArray(buffer, offset); -+ -+ _setValue_fromArray_setNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; -+ - } -- _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) { -- this.resolvedProperty.fromArray(buffer, offset); -+ -+ _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { -+ -+ this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; -+ - } -- _getValue_unbound(targetArray, offset) { -+ -+ _getValue_unbound( targetArray, offset ) { -+ - this.bind(); -- this.getValue(targetArray, offset); -+ this.getValue( targetArray, offset ); -+ - } -- _setValue_unbound(sourceArray, offset) { -+ -+ _setValue_unbound( sourceArray, offset ) { -+ - this.bind(); -- this.setValue(sourceArray, offset); -+ this.setValue( sourceArray, offset ); -+ - } - - // create getter / setter pair for a property in the scene graph - bind() { -+ - let targetObject = this.node; - const parsedPath = this.parsedPath; -+ - const objectName = parsedPath.objectName; - const propertyName = parsedPath.propertyName; - let propertyIndex = parsedPath.propertyIndex; -- if (!targetObject) { -- targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode; -+ -+ if ( ! targetObject ) { -+ -+ targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; -+ - this.node = targetObject; -+ - } - - // set fail state so we can just 'return' on error -@@ -29110,30 +45788,47 @@ - this.setValue = this._setValue_unavailable; - - // ensure there is a value node -- if (!targetObject) { -- console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.'); -+ if ( ! targetObject ) { -+ -+ console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); - return; -+ - } -- if (objectName) { -+ -+ if ( objectName ) { -+ - let objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... -- switch (objectName) { -+ switch ( objectName ) { -+ - case 'materials': -- if (!targetObject.material) { -- console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this); -+ -+ if ( ! targetObject.material ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; -+ - } -- if (!targetObject.material.materials) { -- console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this); -+ -+ if ( ! targetObject.material.materials ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; -+ - } -+ - targetObject = targetObject.material.materials; -+ - break; -+ - case 'bones': -- if (!targetObject.skeleton) { -- console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this); -+ -+ if ( ! targetObject.skeleton ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; -+ - } - - // potential future optimization: skip this if propertyIndex is already an integer -@@ -29142,137 +45837,237 @@ - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. -- for (let i = 0; i < targetObject.length; i++) { -- if (targetObject[i].name === objectIndex) { -+ for ( let i = 0; i < targetObject.length; i ++ ) { -+ -+ if ( targetObject[ i ].name === objectIndex ) { -+ - objectIndex = i; - break; -+ - } -+ - } -+ - break; -+ - case 'map': -- if ('map' in targetObject) { -+ -+ if ( 'map' in targetObject ) { -+ - targetObject = targetObject.map; - break; -+ - } -- if (!targetObject.material) { -- console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this); -+ -+ if ( ! targetObject.material ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; -+ - } -- if (!targetObject.material.map) { -- console.error('THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this); -+ -+ if ( ! targetObject.material.map ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this ); - return; -+ - } -+ - targetObject = targetObject.material.map; - break; -+ - default: -- if (targetObject[objectName] === undefined) { -- console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this); -+ -+ if ( targetObject[ objectName ] === undefined ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; -+ - } -- targetObject = targetObject[objectName]; -+ -+ targetObject = targetObject[ objectName ]; -+ - } -- if (objectIndex !== undefined) { -- if (targetObject[objectIndex] === undefined) { -- console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject); -+ -+ -+ if ( objectIndex !== undefined ) { -+ -+ if ( targetObject[ objectIndex ] === undefined ) { -+ -+ console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; -+ - } -- targetObject = targetObject[objectIndex]; -+ -+ targetObject = targetObject[ objectIndex ]; -+ - } -+ - } - - // resolve property -- const nodeProperty = targetObject[propertyName]; -- if (nodeProperty === undefined) { -+ const nodeProperty = targetObject[ propertyName ]; -+ -+ if ( nodeProperty === undefined ) { -+ - const nodeName = parsedPath.nodeName; -- console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject); -+ -+ console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + -+ '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; -+ - } - - // determine versioning scheme - let versioning = this.Versioning.None; -+ - this.targetObject = targetObject; -- if (targetObject.needsUpdate !== undefined) { -- // material -+ -+ if ( targetObject.needsUpdate !== undefined ) { // material - - versioning = this.Versioning.NeedsUpdate; -- } else if (targetObject.matrixWorldNeedsUpdate !== undefined) { -- // node transform -+ -+ } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - - versioning = this.Versioning.MatrixWorldNeedsUpdate; -+ - } - - // determine how the property gets bound - let bindingType = this.BindingType.Direct; -- if (propertyIndex !== undefined) { -+ -+ if ( propertyIndex !== undefined ) { -+ - // access a sub element of the property array (only primitives are supported right now) - -- if (propertyName === 'morphTargetInfluences') { -+ if ( propertyName === 'morphTargetInfluences' ) { -+ - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. -- if (!targetObject.geometry) { -- console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this); -+ if ( ! targetObject.geometry ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; -+ - } -- if (!targetObject.geometry.morphAttributes) { -- console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this); -+ -+ if ( ! targetObject.geometry.morphAttributes ) { -+ -+ console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; -+ - } -- if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) { -- propertyIndex = targetObject.morphTargetDictionary[propertyIndex]; -+ -+ if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { -+ -+ propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; -+ - } -+ - } -+ - bindingType = this.BindingType.ArrayElement; -+ - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; -- } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) { -+ -+ } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { -+ - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; -+ - this.resolvedProperty = nodeProperty; -- } else if (Array.isArray(nodeProperty)) { -+ -+ } else if ( Array.isArray( nodeProperty ) ) { -+ - bindingType = this.BindingType.EntireArray; -+ - this.resolvedProperty = nodeProperty; -+ - } else { -+ - this.propertyName = propertyName; -+ - } - - // select getter / setter -- this.getValue = this.GetterByBindingType[bindingType]; -- this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning]; -+ this.getValue = this.GetterByBindingType[ bindingType ]; -+ this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; -+ - } -+ - unbind() { -+ - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; -+ - } -+ - } -+ - PropertyBinding.Composite = Composite; -+ - PropertyBinding.prototype.BindingType = { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }; -+ - PropertyBinding.prototype.Versioning = { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }; -- PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray]; -- PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[ -- // Direct -- PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [ -- // EntireArray -- -- PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [ -- // ArrayElement -- PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [ -- // HasToFromArray -- PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]]; -+ -+ PropertyBinding.prototype.GetterByBindingType = [ -+ -+ PropertyBinding.prototype._getValue_direct, -+ PropertyBinding.prototype._getValue_array, -+ PropertyBinding.prototype._getValue_arrayElement, -+ PropertyBinding.prototype._getValue_toArray, -+ -+ ]; -+ -+ PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ -+ -+ [ -+ // Direct -+ PropertyBinding.prototype._setValue_direct, -+ PropertyBinding.prototype._setValue_direct_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, -+ -+ ], [ -+ -+ // EntireArray -+ -+ PropertyBinding.prototype._setValue_array, -+ PropertyBinding.prototype._setValue_array_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, -+ -+ ], [ -+ -+ // ArrayElement -+ PropertyBinding.prototype._setValue_arrayElement, -+ PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, -+ -+ ], [ -+ -+ // HasToFromArray -+ PropertyBinding.prototype._setValue_fromArray, -+ PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, -+ PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, -+ -+ ] -+ -+ ]; - - /** - * -@@ -29280,308 +46075,424 @@ - * - * Usage: - * -- * - Add objects you would otherwise pass as 'root' to the -- * constructor or the .clipAction method of AnimationMixer. -+ * - Add objects you would otherwise pass as 'root' to the -+ * constructor or the .clipAction method of AnimationMixer. - * -- * - Instead pass this object as 'root'. -+ * - Instead pass this object as 'root'. - * -- * - You can also add and remove objects later when the mixer -- * is running. -+ * - You can also add and remove objects later when the mixer -+ * is running. - * - * Note: - * -- * Objects of this class appear as one object to the mixer, -- * so cache control of the individual objects must be done -- * on the group. -+ * Objects of this class appear as one object to the mixer, -+ * so cache control of the individual objects must be done -+ * on the group. - * - * Limitation: - * -- * - The animated properties must be compatible among the -- * all objects in the group. -+ * - The animated properties must be compatible among the -+ * all objects in the group. - * -- * - A single property can either be controlled through a -- * target group or directly, but not both. -+ * - A single property can either be controlled through a -+ * target group or directly, but not both. - */ - - class AnimationObjectGroup { -+ - constructor() { -+ - this.isAnimationObjectGroup = true; -+ - this.uuid = generateUUID(); - - // cached objects followed by the active ones -- this._objects = Array.prototype.slice.call(arguments); -+ this._objects = Array.prototype.slice.call( arguments ); -+ - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite - - const indices = {}; - this._indicesByUUID = indices; // for bookkeeping - -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- indices[arguments[i].uuid] = i; -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ indices[ arguments[ i ].uuid ] = i; -+ - } -+ - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays - - const scope = this; -+ - this.stats = { -+ - objects: { - get total() { -+ - return scope._objects.length; -+ - }, - get inUse() { -+ - return this.total - scope.nCachedObjects_; -+ - } - }, - get bindingsPerObject() { -+ - return scope._bindings.length; -+ - } -+ - }; -+ - } -+ - add() { -+ - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length; -+ - let knownObject = undefined, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_; -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- const object = arguments[i], -+ -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ const object = arguments[ i ], - uuid = object.uuid; -- let index = indicesByUUID[uuid]; -- if (index === undefined) { -+ let index = indicesByUUID[ uuid ]; -+ -+ if ( index === undefined ) { -+ - // unknown object -> add it to the ACTIVE region - -- index = nObjects++; -- indicesByUUID[uuid] = index; -- objects.push(object); -+ index = nObjects ++; -+ indicesByUUID[ uuid ] = index; -+ objects.push( object ); - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j])); -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); -+ - } -- } else if (index < nCachedObjects) { -- knownObject = objects[index]; -+ -+ } else if ( index < nCachedObjects ) { -+ -+ knownObject = objects[ index ]; - - // move existing object to the ACTIVE region - -- const firstActiveIndex = --nCachedObjects, -- lastCachedObject = objects[firstActiveIndex]; -- indicesByUUID[lastCachedObject.uuid] = index; -- objects[index] = lastCachedObject; -- indicesByUUID[uuid] = firstActiveIndex; -- objects[firstActiveIndex] = object; -+ const firstActiveIndex = -- nCachedObjects, -+ lastCachedObject = objects[ firstActiveIndex ]; -+ -+ indicesByUUID[ lastCachedObject.uuid ] = index; -+ objects[ index ] = lastCachedObject; -+ -+ indicesByUUID[ uuid ] = firstActiveIndex; -+ objects[ firstActiveIndex ] = object; - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j], -- lastCached = bindingsForPath[firstActiveIndex]; -- let binding = bindingsForPath[index]; -- bindingsForPath[index] = lastCached; -- if (binding === undefined) { -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ], -+ lastCached = bindingsForPath[ firstActiveIndex ]; -+ -+ let binding = bindingsForPath[ index ]; -+ -+ bindingsForPath[ index ] = lastCached; -+ -+ if ( binding === undefined ) { -+ - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - -- binding = new PropertyBinding(object, paths[j], parsedPaths[j]); -+ binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); -+ - } -- bindingsForPath[firstActiveIndex] = binding; -+ -+ bindingsForPath[ firstActiveIndex ] = binding; -+ - } -- } else if (objects[index] !== knownObject) { -- console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.'); -+ -+ } else if ( objects[ index ] !== knownObject ) { -+ -+ console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + -+ 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); -+ - } // else the object is already where we want it to be -+ - } // for arguments - - this.nCachedObjects_ = nCachedObjects; -+ - } -+ - remove() { -+ - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; -+ - let nCachedObjects = this.nCachedObjects_; -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- const object = arguments[i], -+ -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ const object = arguments[ i ], - uuid = object.uuid, -- index = indicesByUUID[uuid]; -- if (index !== undefined && index >= nCachedObjects) { -+ index = indicesByUUID[ uuid ]; -+ -+ if ( index !== undefined && index >= nCachedObjects ) { -+ - // move existing object into the CACHED region - -- const lastCachedIndex = nCachedObjects++, -- firstActiveObject = objects[lastCachedIndex]; -- indicesByUUID[firstActiveObject.uuid] = index; -- objects[index] = firstActiveObject; -- indicesByUUID[uuid] = lastCachedIndex; -- objects[lastCachedIndex] = object; -+ const lastCachedIndex = nCachedObjects ++, -+ firstActiveObject = objects[ lastCachedIndex ]; -+ -+ indicesByUUID[ firstActiveObject.uuid ] = index; -+ objects[ index ] = firstActiveObject; -+ -+ indicesByUUID[ uuid ] = lastCachedIndex; -+ objects[ lastCachedIndex ] = object; - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j], -- firstActive = bindingsForPath[lastCachedIndex], -- binding = bindingsForPath[index]; -- bindingsForPath[index] = firstActive; -- bindingsForPath[lastCachedIndex] = binding; -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ], -+ firstActive = bindingsForPath[ lastCachedIndex ], -+ binding = bindingsForPath[ index ]; -+ -+ bindingsForPath[ index ] = firstActive; -+ bindingsForPath[ lastCachedIndex ] = binding; -+ - } -+ - } -+ - } // for arguments - - this.nCachedObjects_ = nCachedObjects; -+ - } - - // remove & forget - uncache() { -+ - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; -+ - let nCachedObjects = this.nCachedObjects_, - nObjects = objects.length; -- for (let i = 0, n = arguments.length; i !== n; ++i) { -- const object = arguments[i], -+ -+ for ( let i = 0, n = arguments.length; i !== n; ++ i ) { -+ -+ const object = arguments[ i ], - uuid = object.uuid, -- index = indicesByUUID[uuid]; -- if (index !== undefined) { -- delete indicesByUUID[uuid]; -- if (index < nCachedObjects) { -+ index = indicesByUUID[ uuid ]; -+ -+ if ( index !== undefined ) { -+ -+ delete indicesByUUID[ uuid ]; -+ -+ if ( index < nCachedObjects ) { -+ - // object is cached, shrink the CACHED region - -- const firstActiveIndex = --nCachedObjects, -- lastCachedObject = objects[firstActiveIndex], -- lastIndex = --nObjects, -- lastObject = objects[lastIndex]; -+ const firstActiveIndex = -- nCachedObjects, -+ lastCachedObject = objects[ firstActiveIndex ], -+ lastIndex = -- nObjects, -+ lastObject = objects[ lastIndex ]; - - // last cached object takes this object's place -- indicesByUUID[lastCachedObject.uuid] = index; -- objects[index] = lastCachedObject; -+ indicesByUUID[ lastCachedObject.uuid ] = index; -+ objects[ index ] = lastCachedObject; - - // last object goes to the activated slot and pop -- indicesByUUID[lastObject.uuid] = firstActiveIndex; -- objects[firstActiveIndex] = lastObject; -+ indicesByUUID[ lastObject.uuid ] = firstActiveIndex; -+ objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j], -- lastCached = bindingsForPath[firstActiveIndex], -- last = bindingsForPath[lastIndex]; -- bindingsForPath[index] = lastCached; -- bindingsForPath[firstActiveIndex] = last; -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ], -+ lastCached = bindingsForPath[ firstActiveIndex ], -+ last = bindingsForPath[ lastIndex ]; -+ -+ bindingsForPath[ index ] = lastCached; -+ bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); -+ - } -+ - } else { -+ - // object is active, just swap with the last and pop - -- const lastIndex = --nObjects, -- lastObject = objects[lastIndex]; -- if (lastIndex > 0) { -- indicesByUUID[lastObject.uuid] = index; -+ const lastIndex = -- nObjects, -+ lastObject = objects[ lastIndex ]; -+ -+ if ( lastIndex > 0 ) { -+ -+ indicesByUUID[ lastObject.uuid ] = index; -+ - } -- objects[index] = lastObject; -+ -+ objects[ index ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - -- for (let j = 0, m = nBindings; j !== m; ++j) { -- const bindingsForPath = bindings[j]; -- bindingsForPath[index] = bindingsForPath[lastIndex]; -+ for ( let j = 0, m = nBindings; j !== m; ++ j ) { -+ -+ const bindingsForPath = bindings[ j ]; -+ -+ bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); -+ - } -+ - } // cached or active -+ - } // if object is known -+ - } // for arguments - - this.nCachedObjects_ = nCachedObjects; -+ - } - - // Internal interface used by befriended PropertyBinding.Composite: - -- subscribe_(path, parsedPath) { -+ subscribe_( path, parsedPath ) { -+ - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group - - const indicesByPath = this._bindingsIndicesByPath; -- let index = indicesByPath[path]; -+ let index = indicesByPath[ path ]; - const bindings = this._bindings; -- if (index !== undefined) return bindings[index]; -+ -+ if ( index !== undefined ) return bindings[ index ]; -+ - const paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, -- bindingsForPath = new Array(nObjects); -+ bindingsForPath = new Array( nObjects ); -+ - index = bindings.length; -- indicesByPath[path] = index; -- paths.push(path); -- parsedPaths.push(parsedPath); -- bindings.push(bindingsForPath); -- for (let i = nCachedObjects, n = objects.length; i !== n; ++i) { -- const object = objects[i]; -- bindingsForPath[i] = new PropertyBinding(object, path, parsedPath); -+ -+ indicesByPath[ path ] = index; -+ -+ paths.push( path ); -+ parsedPaths.push( parsedPath ); -+ bindings.push( bindingsForPath ); -+ -+ for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { -+ -+ const object = objects[ i ]; -+ bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); -+ - } -+ - return bindingsForPath; -+ - } -- unsubscribe_(path) { -+ -+ unsubscribe_( path ) { -+ - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' - - const indicesByPath = this._bindingsIndicesByPath, -- index = indicesByPath[path]; -- if (index !== undefined) { -+ index = indicesByPath[ path ]; -+ -+ if ( index !== undefined ) { -+ - const paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, -- lastBindings = bindings[lastBindingsIndex], -- lastBindingsPath = path[lastBindingsIndex]; -- indicesByPath[lastBindingsPath] = index; -- bindings[index] = lastBindings; -+ lastBindings = bindings[ lastBindingsIndex ], -+ lastBindingsPath = path[ lastBindingsIndex ]; -+ -+ indicesByPath[ lastBindingsPath ] = index; -+ -+ bindings[ index ] = lastBindings; - bindings.pop(); -- parsedPaths[index] = parsedPaths[lastBindingsIndex]; -+ -+ parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); -- paths[index] = paths[lastBindingsIndex]; -+ -+ paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); -+ - } -+ - } -+ - } - - class AnimationAction { -- constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) { -+ -+ constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { -+ - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot; - this.blendMode = blendMode; -+ - const tracks = clip.tracks, - nTracks = tracks.length, -- interpolants = new Array(nTracks); -+ interpolants = new Array( nTracks ); -+ - const interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; -- for (let i = 0; i !== nTracks; ++i) { -- const interpolant = tracks[i].createInterpolant(null); -- interpolants[i] = interpolant; -+ -+ for ( let i = 0; i !== nTracks; ++ i ) { -+ -+ const interpolant = tracks[ i ].createInterpolant( null ); -+ interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; -+ - } -+ - this._interpolantSettings = interpolantSettings; -+ - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) -- this._propertyBindings = new Array(nTracks); -+ this._propertyBindings = new Array( nTracks ); -+ - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._weightInterpolant = null; -+ - this.loop = LoopRepeat; -- this._loopCount = -1; -+ this._loopCount = - 1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action -@@ -29590,56 +46501,85 @@ - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; -+ - this.timeScale = 1; - this._effectiveTimeScale = 1; -+ - this.weight = 1; - this._effectiveWeight = 1; -+ - this.repetitions = Infinity; // no. of repetitions when looping - - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight - -- this.clampWhenFinished = false; // keep feeding the last frame? -+ this.clampWhenFinished = false;// keep feeding the last frame? -+ -+ this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate -+ this.zeroSlopeAtEnd = true;// clips for start, loop and end - -- this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate -- this.zeroSlopeAtEnd = true; // clips for start, loop and end - } - - // State & Scheduling - - play() { -- this._mixer._activateAction(this); -+ -+ this._mixer._activateAction( this ); -+ - return this; -+ - } -+ - stop() { -- this._mixer._deactivateAction(this); -+ -+ this._mixer._deactivateAction( this ); -+ - return this.reset(); -+ - } -+ - reset() { -+ - this.paused = false; - this.enabled = true; -+ - this.time = 0; // restart clip -- this._loopCount = -1; // forget previous loops -- this._startTime = null; // forget scheduling -+ this._loopCount = - 1;// forget previous loops -+ this._startTime = null;// forget scheduling - - return this.stopFading().stopWarping(); -+ - } -+ - isRunning() { -- return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this); -+ -+ return this.enabled && ! this.paused && this.timeScale !== 0 && -+ this._startTime === null && this._mixer._isActiveAction( this ); -+ - } - - // return true when play has been called - isScheduled() { -- return this._mixer._isActiveAction(this); -+ -+ return this._mixer._isActiveAction( this ); -+ - } -- startAt(time) { -+ -+ startAt( time ) { -+ - this._startTime = time; -+ - return this; -+ - } -- setLoop(mode, repetitions) { -+ -+ setLoop( mode, repetitions ) { -+ - this.loop = mode; - this.repetitions = repetitions; -+ - return this; -+ - } - - // Weight -@@ -29647,47 +46587,77 @@ - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing -- setEffectiveWeight(weight) { -+ setEffectiveWeight( weight ) { -+ - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; -+ - return this.stopFading(); -+ - } - - // return the weight considering fading and .enabled - getEffectiveWeight() { -+ - return this._effectiveWeight; -+ - } -- fadeIn(duration) { -- return this._scheduleFading(duration, 0, 1); -+ -+ fadeIn( duration ) { -+ -+ return this._scheduleFading( duration, 0, 1 ); -+ - } -- fadeOut(duration) { -- return this._scheduleFading(duration, 1, 0); -+ -+ fadeOut( duration ) { -+ -+ return this._scheduleFading( duration, 1, 0 ); -+ - } -- crossFadeFrom(fadeOutAction, duration, warp) { -- fadeOutAction.fadeOut(duration); -- this.fadeIn(duration); -- if (warp) { -+ -+ crossFadeFrom( fadeOutAction, duration, warp ) { -+ -+ fadeOutAction.fadeOut( duration ); -+ this.fadeIn( duration ); -+ -+ if ( warp ) { -+ - const fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, -+ - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; -- fadeOutAction.warp(1.0, startEndRatio, duration); -- this.warp(endStartRatio, 1.0, duration); -+ -+ fadeOutAction.warp( 1.0, startEndRatio, duration ); -+ this.warp( endStartRatio, 1.0, duration ); -+ - } -+ - return this; -+ - } -- crossFadeTo(fadeInAction, duration, warp) { -- return fadeInAction.crossFadeFrom(this, duration, warp); -+ -+ crossFadeTo( fadeInAction, duration, warp ) { -+ -+ return fadeInAction.crossFadeFrom( this, duration, warp ); -+ - } -+ - stopFading() { -+ - const weightInterpolant = this._weightInterpolant; -- if (weightInterpolant !== null) { -+ -+ if ( weightInterpolant !== null ) { -+ - this._weightInterpolant = null; -- this._mixer._takeBackControlInterpolant(weightInterpolant); -+ this._mixer._takeBackControlInterpolant( weightInterpolant ); -+ - } -+ - return this; -+ - } - - // Time Scale Control -@@ -29695,309 +46665,507 @@ - // set the time scale stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing -- setEffectiveTimeScale(timeScale) { -+ setEffectiveTimeScale( timeScale ) { -+ - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; -+ - return this.stopWarping(); -+ - } - - // return the time scale considering warping and .paused - getEffectiveTimeScale() { -+ - return this._effectiveTimeScale; -+ - } -- setDuration(duration) { -+ -+ setDuration( duration ) { -+ - this.timeScale = this._clip.duration / duration; -+ - return this.stopWarping(); -+ - } -- syncWith(action) { -+ -+ syncWith( action ) { -+ - this.time = action.time; - this.timeScale = action.timeScale; -+ - return this.stopWarping(); -+ - } -- halt(duration) { -- return this.warp(this._effectiveTimeScale, 0, duration); -+ -+ halt( duration ) { -+ -+ return this.warp( this._effectiveTimeScale, 0, duration ); -+ - } -- warp(startTimeScale, endTimeScale, duration) { -+ -+ warp( startTimeScale, endTimeScale, duration ) { -+ - const mixer = this._mixer, - now = mixer.time, - timeScale = this.timeScale; -+ - let interpolant = this._timeScaleInterpolant; -- if (interpolant === null) { -+ -+ if ( interpolant === null ) { -+ - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; -+ - } -+ - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; -- times[0] = now; -- times[1] = now + duration; -- values[0] = startTimeScale / timeScale; -- values[1] = endTimeScale / timeScale; -+ -+ times[ 0 ] = now; -+ times[ 1 ] = now + duration; -+ -+ values[ 0 ] = startTimeScale / timeScale; -+ values[ 1 ] = endTimeScale / timeScale; -+ - return this; -+ - } -+ - stopWarping() { -+ - const timeScaleInterpolant = this._timeScaleInterpolant; -- if (timeScaleInterpolant !== null) { -+ -+ if ( timeScaleInterpolant !== null ) { -+ - this._timeScaleInterpolant = null; -- this._mixer._takeBackControlInterpolant(timeScaleInterpolant); -+ this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); -+ - } -+ - return this; -+ - } - - // Object Accessors - - getMixer() { -+ - return this._mixer; -+ - } -+ - getClip() { -+ - return this._clip; -+ - } -+ - getRoot() { -+ - return this._localRoot || this._mixer._root; -+ - } - - // Interna - -- _update(time, deltaTime, timeDirection, accuIndex) { -+ _update( time, deltaTime, timeDirection, accuIndex ) { -+ - // called by the mixer - -- if (!this.enabled) { -+ if ( ! this.enabled ) { -+ - // call ._updateWeight() to update ._effectiveWeight - -- this._updateWeight(time); -+ this._updateWeight( time ); - return; -+ - } -+ - const startTime = this._startTime; -- if (startTime !== null) { -+ -+ if ( startTime !== null ) { -+ - // check for scheduled start of action - -- const timeRunning = (time - startTime) * timeDirection; -- if (timeRunning < 0 || timeDirection === 0) { -+ const timeRunning = ( time - startTime ) * timeDirection; -+ if ( timeRunning < 0 || timeDirection === 0 ) { -+ - deltaTime = 0; -+ - } else { -+ -+ - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; -+ - } -+ - } - - // apply time scale and advance time - -- deltaTime *= this._updateTimeScale(time); -- const clipTime = this._updateTime(deltaTime); -+ deltaTime *= this._updateTimeScale( time ); -+ const clipTime = this._updateTime( deltaTime ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - -- const weight = this._updateWeight(time); -- if (weight > 0) { -+ const weight = this._updateWeight( time ); -+ -+ if ( weight > 0 ) { -+ - const interpolants = this._interpolants; - const propertyMixers = this._propertyBindings; -- switch (this.blendMode) { -+ -+ switch ( this.blendMode ) { -+ - case AdditiveAnimationBlendMode: -- for (let j = 0, m = interpolants.length; j !== m; ++j) { -- interpolants[j].evaluate(clipTime); -- propertyMixers[j].accumulateAdditive(weight); -+ -+ for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { -+ -+ interpolants[ j ].evaluate( clipTime ); -+ propertyMixers[ j ].accumulateAdditive( weight ); -+ - } -+ - break; -+ - case NormalAnimationBlendMode: - default: -- for (let j = 0, m = interpolants.length; j !== m; ++j) { -- interpolants[j].evaluate(clipTime); -- propertyMixers[j].accumulate(accuIndex, weight); -+ -+ for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { -+ -+ interpolants[ j ].evaluate( clipTime ); -+ propertyMixers[ j ].accumulate( accuIndex, weight ); -+ - } -+ - } -+ - } -+ - } -- _updateWeight(time) { -+ -+ _updateWeight( time ) { -+ - let weight = 0; -- if (this.enabled) { -+ -+ if ( this.enabled ) { -+ - weight = this.weight; - const interpolant = this._weightInterpolant; -- if (interpolant !== null) { -- const interpolantValue = interpolant.evaluate(time)[0]; -+ -+ if ( interpolant !== null ) { -+ -+ const interpolantValue = interpolant.evaluate( time )[ 0 ]; -+ - weight *= interpolantValue; -- if (time > interpolant.parameterPositions[1]) { -+ -+ if ( time > interpolant.parameterPositions[ 1 ] ) { -+ - this.stopFading(); -- if (interpolantValue === 0) { -+ -+ if ( interpolantValue === 0 ) { -+ - // faded out, disable - this.enabled = false; -+ - } -+ - } -+ - } -+ - } -+ - this._effectiveWeight = weight; - return weight; -+ - } -- _updateTimeScale(time) { -+ -+ _updateTimeScale( time ) { -+ - let timeScale = 0; -- if (!this.paused) { -+ -+ if ( ! this.paused ) { -+ - timeScale = this.timeScale; -+ - const interpolant = this._timeScaleInterpolant; -- if (interpolant !== null) { -- const interpolantValue = interpolant.evaluate(time)[0]; -+ -+ if ( interpolant !== null ) { -+ -+ const interpolantValue = interpolant.evaluate( time )[ 0 ]; -+ - timeScale *= interpolantValue; -- if (time > interpolant.parameterPositions[1]) { -+ -+ if ( time > interpolant.parameterPositions[ 1 ] ) { -+ - this.stopWarping(); -- if (timeScale === 0) { -+ -+ if ( timeScale === 0 ) { -+ - // motion has halted, pause - this.paused = true; -+ - } else { -+ - // warp done - apply final time scale - this.timeScale = timeScale; -+ - } -+ - } -+ - } -+ - } -+ - this._effectiveTimeScale = timeScale; - return timeScale; -+ - } -- _updateTime(deltaTime) { -+ -+ _updateTime( deltaTime ) { -+ - const duration = this._clip.duration; - const loop = this.loop; -+ - let time = this.time + deltaTime; - let loopCount = this._loopCount; -- const pingPong = loop === LoopPingPong; -- if (deltaTime === 0) { -- if (loopCount === -1) return time; -- return pingPong && (loopCount & 1) === 1 ? duration - time : time; -+ -+ const pingPong = ( loop === LoopPingPong ); -+ -+ if ( deltaTime === 0 ) { -+ -+ if ( loopCount === - 1 ) return time; -+ -+ return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; -+ - } -- if (loop === LoopOnce) { -- if (loopCount === -1) { -+ -+ if ( loop === LoopOnce ) { -+ -+ if ( loopCount === - 1 ) { -+ - // just started - - this._loopCount = 0; -- this._setEndings(true, true, false); -+ this._setEndings( true, true, false ); -+ - } -+ - handle_stop: { -- if (time >= duration) { -+ -+ if ( time >= duration ) { -+ - time = duration; -- } else if (time < 0) { -+ -+ } else if ( time < 0 ) { -+ - time = 0; -+ - } else { -+ - this.time = time; -+ - break handle_stop; -+ - } -- if (this.clampWhenFinished) this.paused = true;else this.enabled = false; -+ -+ if ( this.clampWhenFinished ) this.paused = true; -+ else this.enabled = false; -+ - this.time = time; -- this._mixer.dispatchEvent({ -- type: 'finished', -- action: this, -- direction: deltaTime < 0 ? -1 : 1 -- }); -+ -+ this._mixer.dispatchEvent( { -+ type: 'finished', action: this, -+ direction: deltaTime < 0 ? - 1 : 1 -+ } ); -+ - } -- } else { -- // repetitive Repeat or PingPong - -- if (loopCount === -1) { -+ } else { // repetitive Repeat or PingPong -+ -+ if ( loopCount === - 1 ) { -+ - // just started - -- if (deltaTime >= 0) { -+ if ( deltaTime >= 0 ) { -+ - loopCount = 0; -- this._setEndings(true, this.repetitions === 0, pingPong); -+ -+ this._setEndings( true, this.repetitions === 0, pingPong ); -+ - } else { -+ - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - -- this._setEndings(this.repetitions === 0, true, pingPong); -+ this._setEndings( this.repetitions === 0, true, pingPong ); -+ - } -+ - } -- if (time >= duration || time < 0) { -+ -+ if ( time >= duration || time < 0 ) { -+ - // wrap around - -- const loopDelta = Math.floor(time / duration); // signed -+ const loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; -- loopCount += Math.abs(loopDelta); -+ -+ loopCount += Math.abs( loopDelta ); -+ - const pending = this.repetitions - loopCount; -- if (pending <= 0) { -+ -+ if ( pending <= 0 ) { -+ - // have to stop (switch state, clamp time, fire event) - -- if (this.clampWhenFinished) this.paused = true;else this.enabled = false; -+ if ( this.clampWhenFinished ) this.paused = true; -+ else this.enabled = false; -+ - time = deltaTime > 0 ? duration : 0; -+ - this.time = time; -- this._mixer.dispatchEvent({ -- type: 'finished', -- action: this, -- direction: deltaTime > 0 ? 1 : -1 -- }); -+ -+ this._mixer.dispatchEvent( { -+ type: 'finished', action: this, -+ direction: deltaTime > 0 ? 1 : - 1 -+ } ); -+ - } else { -+ - // keep running - -- if (pending === 1) { -+ if ( pending === 1 ) { -+ - // entering the last round - - const atStart = deltaTime < 0; -- this._setEndings(atStart, !atStart, pingPong); -+ this._setEndings( atStart, ! atStart, pingPong ); -+ - } else { -- this._setEndings(false, false, pingPong); -+ -+ this._setEndings( false, false, pingPong ); -+ - } -+ - this._loopCount = loopCount; -+ - this.time = time; -- this._mixer.dispatchEvent({ -- type: 'loop', -- action: this, -- loopDelta: loopDelta -- }); -+ -+ this._mixer.dispatchEvent( { -+ type: 'loop', action: this, loopDelta: loopDelta -+ } ); -+ - } -+ - } else { -+ - this.time = time; -+ - } -- if (pingPong && (loopCount & 1) === 1) { -+ -+ if ( pingPong && ( loopCount & 1 ) === 1 ) { -+ - // invert time for the "pong round" - - return duration - time; -+ - } -+ - } -+ - return time; -+ - } -- _setEndings(atStart, atEnd, pingPong) { -+ -+ _setEndings( atStart, atEnd, pingPong ) { -+ - const settings = this._interpolantSettings; -- if (pingPong) { -+ -+ if ( pingPong ) { -+ - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; -+ - } else { -+ - // assuming for LoopOnce atStart == atEnd == true - -- if (atStart) { -+ if ( atStart ) { -+ - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; -+ - } else { -+ - settings.endingStart = WrapAroundEnding; -+ - } -- if (atEnd) { -+ -+ if ( atEnd ) { -+ - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; -+ - } else { -- settings.endingEnd = WrapAroundEnding; -+ -+ settings.endingEnd = WrapAroundEnding; -+ - } -+ - } -+ - } -- _scheduleFading(duration, weightNow, weightThen) { -- const mixer = this._mixer, -- now = mixer.time; -+ -+ _scheduleFading( duration, weightNow, weightThen ) { -+ -+ const mixer = this._mixer, now = mixer.time; - let interpolant = this._weightInterpolant; -- if (interpolant === null) { -+ -+ if ( interpolant === null ) { -+ - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; -+ - } -+ - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; -- times[0] = now; -- values[0] = weightNow; -- times[1] = now + duration; -- values[1] = weightThen; -+ -+ times[ 0 ] = now; -+ values[ 0 ] = weightNow; -+ times[ 1 ] = now + duration; -+ values[ 1 ] = weightThen; -+ - return this; -+ - } -+ - } - -- const _controlInterpolantsResultBuffer = new Float32Array(1); -+ const _controlInterpolantsResultBuffer = new Float32Array( 1 ); -+ -+ - class AnimationMixer extends EventDispatcher { -- constructor(root) { -+ -+ constructor( root ) { -+ - super(); -+ - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - this.time = 0; - this.timeScale = 1.0; -+ - } -- _bindAction(action, prototypeAction) { -+ -+ _bindAction( action, prototypeAction ) { -+ - const root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, -@@ -30005,84 +47173,142 @@ - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName; -- let bindingsByName = bindingsByRoot[rootUuid]; -- if (bindingsByName === undefined) { -+ -+ let bindingsByName = bindingsByRoot[ rootUuid ]; -+ -+ if ( bindingsByName === undefined ) { -+ - bindingsByName = {}; -- bindingsByRoot[rootUuid] = bindingsByName; -+ bindingsByRoot[ rootUuid ] = bindingsByName; -+ - } -- for (let i = 0; i !== nTracks; ++i) { -- const track = tracks[i], -+ -+ for ( let i = 0; i !== nTracks; ++ i ) { -+ -+ const track = tracks[ i ], - trackName = track.name; -- let binding = bindingsByName[trackName]; -- if (binding !== undefined) { -- ++binding.referenceCount; -- bindings[i] = binding; -+ -+ let binding = bindingsByName[ trackName ]; -+ -+ if ( binding !== undefined ) { -+ -+ ++ binding.referenceCount; -+ bindings[ i ] = binding; -+ - } else { -- binding = bindings[i]; -- if (binding !== undefined) { -+ -+ binding = bindings[ i ]; -+ -+ if ( binding !== undefined ) { -+ - // existing binding, make sure the cache knows - -- if (binding._cacheIndex === null) { -- ++binding.referenceCount; -- this._addInactiveBinding(binding, rootUuid, trackName); -+ if ( binding._cacheIndex === null ) { -+ -+ ++ binding.referenceCount; -+ this._addInactiveBinding( binding, rootUuid, trackName ); -+ - } -+ - continue; -+ - } -- const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath; -- binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize()); -- ++binding.referenceCount; -- this._addInactiveBinding(binding, rootUuid, trackName); -- bindings[i] = binding; -+ -+ const path = prototypeAction && prototypeAction. -+ _propertyBindings[ i ].binding.parsedPath; -+ -+ binding = new PropertyMixer( -+ PropertyBinding.create( root, trackName, path ), -+ track.ValueTypeName, track.getValueSize() ); -+ -+ ++ binding.referenceCount; -+ this._addInactiveBinding( binding, rootUuid, trackName ); -+ -+ bindings[ i ] = binding; -+ - } -- interpolants[i].resultBuffer = binding.buffer; -+ -+ interpolants[ i ].resultBuffer = binding.buffer; -+ - } -+ - } -- _activateAction(action) { -- if (!this._isActiveAction(action)) { -- if (action._cacheIndex === null) { -+ -+ _activateAction( action ) { -+ -+ if ( ! this._isActiveAction( action ) ) { -+ -+ if ( action._cacheIndex === null ) { -+ - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - -- const rootUuid = (action._localRoot || this._root).uuid, -+ const rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, -- actionsForClip = this._actionsByClip[clipUuid]; -- this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]); -- this._addInactiveAction(action, clipUuid, rootUuid); -+ actionsForClip = this._actionsByClip[ clipUuid ]; -+ -+ this._bindAction( action, -+ actionsForClip && actionsForClip.knownActions[ 0 ] ); -+ -+ this._addInactiveAction( action, clipUuid, rootUuid ); -+ - } -+ - const bindings = action._propertyBindings; - - // increment reference counts / sort out state -- for (let i = 0, n = bindings.length; i !== n; ++i) { -- const binding = bindings[i]; -- if (binding.useCount++ === 0) { -- this._lendBinding(binding); -+ for ( let i = 0, n = bindings.length; i !== n; ++ i ) { -+ -+ const binding = bindings[ i ]; -+ -+ if ( binding.useCount ++ === 0 ) { -+ -+ this._lendBinding( binding ); - binding.saveOriginalState(); -+ - } -+ - } -- this._lendAction(action); -+ -+ this._lendAction( action ); -+ - } -+ - } -- _deactivateAction(action) { -- if (this._isActiveAction(action)) { -+ -+ _deactivateAction( action ) { -+ -+ if ( this._isActiveAction( action ) ) { -+ - const bindings = action._propertyBindings; - - // decrement reference counts / sort out state -- for (let i = 0, n = bindings.length; i !== n; ++i) { -- const binding = bindings[i]; -- if (--binding.useCount === 0) { -+ for ( let i = 0, n = bindings.length; i !== n; ++ i ) { -+ -+ const binding = bindings[ i ]; -+ -+ if ( -- binding.useCount === 0 ) { -+ - binding.restoreOriginalState(); -- this._takeBackBinding(binding); -+ this._takeBackBinding( binding ); -+ - } -+ - } -- this._takeBackAction(action); -+ -+ this._takeBackAction( action ); -+ - } -+ - } - - // Memory manager - - _initMemoryManager() { -+ - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; -+ - this._actionsByClip = {}; - // inside: - // { -@@ -30090,559 +47316,909 @@ - // actionByRoot: AnimationAction - lookup - // } - -+ - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; -+ - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - -+ - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; -+ - const scope = this; -+ - this.stats = { -+ - actions: { - get total() { -+ - return scope._actions.length; -+ - }, - get inUse() { -+ - return scope._nActiveActions; -+ - } - }, - bindings: { - get total() { -+ - return scope._bindings.length; -+ - }, - get inUse() { -+ - return scope._nActiveBindings; -+ - } - }, - controlInterpolants: { - get total() { -+ - return scope._controlInterpolants.length; -+ - }, - get inUse() { -+ - return scope._nActiveControlInterpolants; -+ - } - } -+ - }; -+ - } - - // Memory management for AnimationAction objects - -- _isActiveAction(action) { -+ _isActiveAction( action ) { -+ - const index = action._cacheIndex; - return index !== null && index < this._nActiveActions; -+ - } -- _addInactiveAction(action, clipUuid, rootUuid) { -+ -+ _addInactiveAction( action, clipUuid, rootUuid ) { -+ - const actions = this._actions, - actionsByClip = this._actionsByClip; -- let actionsForClip = actionsByClip[clipUuid]; -- if (actionsForClip === undefined) { -+ -+ let actionsForClip = actionsByClip[ clipUuid ]; -+ -+ if ( actionsForClip === undefined ) { -+ - actionsForClip = { -- knownActions: [action], -+ -+ knownActions: [ action ], - actionByRoot: {} -+ - }; -+ - action._byClipCacheIndex = 0; -- actionsByClip[clipUuid] = actionsForClip; -+ -+ actionsByClip[ clipUuid ] = actionsForClip; -+ - } else { -+ - const knownActions = actionsForClip.knownActions; -+ - action._byClipCacheIndex = knownActions.length; -- knownActions.push(action); -+ knownActions.push( action ); -+ - } -+ - action._cacheIndex = actions.length; -- actions.push(action); -- actionsForClip.actionByRoot[rootUuid] = action; -+ actions.push( action ); -+ -+ actionsForClip.actionByRoot[ rootUuid ] = action; -+ - } -- _removeInactiveAction(action) { -+ -+ _removeInactiveAction( action ) { -+ - const actions = this._actions, -- lastInactiveAction = actions[actions.length - 1], -+ lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; -+ - lastInactiveAction._cacheIndex = cacheIndex; -- actions[cacheIndex] = lastInactiveAction; -+ actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); -+ - action._cacheIndex = null; -+ -+ - const clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, -- actionsForClip = actionsByClip[clipUuid], -+ actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, -- lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1], -+ -+ lastKnownAction = -+ knownActionsForClip[ knownActionsForClip.length - 1 ], -+ - byClipCacheIndex = action._byClipCacheIndex; -+ - lastKnownAction._byClipCacheIndex = byClipCacheIndex; -- knownActionsForClip[byClipCacheIndex] = lastKnownAction; -+ knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); -+ - action._byClipCacheIndex = null; -+ -+ - const actionByRoot = actionsForClip.actionByRoot, -- rootUuid = (action._localRoot || this._root).uuid; -- delete actionByRoot[rootUuid]; -- if (knownActionsForClip.length === 0) { -- delete actionsByClip[clipUuid]; -+ rootUuid = ( action._localRoot || this._root ).uuid; -+ -+ delete actionByRoot[ rootUuid ]; -+ -+ if ( knownActionsForClip.length === 0 ) { -+ -+ delete actionsByClip[ clipUuid ]; -+ - } -- this._removeInactiveBindingsForAction(action); -+ -+ this._removeInactiveBindingsForAction( action ); -+ - } -- _removeInactiveBindingsForAction(action) { -+ -+ _removeInactiveBindingsForAction( action ) { -+ - const bindings = action._propertyBindings; -- for (let i = 0, n = bindings.length; i !== n; ++i) { -- const binding = bindings[i]; -- if (--binding.referenceCount === 0) { -- this._removeInactiveBinding(binding); -+ -+ for ( let i = 0, n = bindings.length; i !== n; ++ i ) { -+ -+ const binding = bindings[ i ]; -+ -+ if ( -- binding.referenceCount === 0 ) { -+ -+ this._removeInactiveBinding( binding ); -+ - } -+ - } -+ - } -- _lendAction(action) { -- // [ active actions | inactive actions ] -- // [ active actions >| inactive actions ] -- // s a -- // <-swap-> -- // a s -+ -+ _lendAction( action ) { -+ -+ // [ active actions | inactive actions ] -+ // [ active actions >| inactive actions ] -+ // s a -+ // <-swap-> -+ // a s - - const actions = this._actions, - prevIndex = action._cacheIndex, -- lastActiveIndex = this._nActiveActions++, -- firstInactiveAction = actions[lastActiveIndex]; -+ -+ lastActiveIndex = this._nActiveActions ++, -+ -+ firstInactiveAction = actions[ lastActiveIndex ]; -+ - action._cacheIndex = lastActiveIndex; -- actions[lastActiveIndex] = action; -+ actions[ lastActiveIndex ] = action; -+ - firstInactiveAction._cacheIndex = prevIndex; -- actions[prevIndex] = firstInactiveAction; -+ actions[ prevIndex ] = firstInactiveAction; -+ - } -- _takeBackAction(action) { -- // [ active actions | inactive actions ] -- // [ active actions |< inactive actions ] -- // a s -- // <-swap-> -- // s a -+ -+ _takeBackAction( action ) { -+ -+ // [ active actions | inactive actions ] -+ // [ active actions |< inactive actions ] -+ // a s -+ // <-swap-> -+ // s a - - const actions = this._actions, - prevIndex = action._cacheIndex, -- firstInactiveIndex = --this._nActiveActions, -- lastActiveAction = actions[firstInactiveIndex]; -+ -+ firstInactiveIndex = -- this._nActiveActions, -+ -+ lastActiveAction = actions[ firstInactiveIndex ]; -+ - action._cacheIndex = firstInactiveIndex; -- actions[firstInactiveIndex] = action; -+ actions[ firstInactiveIndex ] = action; -+ - lastActiveAction._cacheIndex = prevIndex; -- actions[prevIndex] = lastActiveAction; -+ actions[ prevIndex ] = lastActiveAction; -+ - } - - // Memory management for PropertyMixer objects - -- _addInactiveBinding(binding, rootUuid, trackName) { -+ _addInactiveBinding( binding, rootUuid, trackName ) { -+ - const bindingsByRoot = this._bindingsByRootAndName, - bindings = this._bindings; -- let bindingByName = bindingsByRoot[rootUuid]; -- if (bindingByName === undefined) { -+ -+ let bindingByName = bindingsByRoot[ rootUuid ]; -+ -+ if ( bindingByName === undefined ) { -+ - bindingByName = {}; -- bindingsByRoot[rootUuid] = bindingByName; -+ bindingsByRoot[ rootUuid ] = bindingByName; -+ - } -- bindingByName[trackName] = binding; -+ -+ bindingByName[ trackName ] = binding; -+ - binding._cacheIndex = bindings.length; -- bindings.push(binding); -+ bindings.push( binding ); -+ - } -- _removeInactiveBinding(binding) { -+ -+ _removeInactiveBinding( binding ) { -+ - const bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, -- bindingByName = bindingsByRoot[rootUuid], -- lastInactiveBinding = bindings[bindings.length - 1], -+ bindingByName = bindingsByRoot[ rootUuid ], -+ -+ lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; -+ - lastInactiveBinding._cacheIndex = cacheIndex; -- bindings[cacheIndex] = lastInactiveBinding; -+ bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); -- delete bindingByName[trackName]; -- if (Object.keys(bindingByName).length === 0) { -- delete bindingsByRoot[rootUuid]; -+ -+ delete bindingByName[ trackName ]; -+ -+ if ( Object.keys( bindingByName ).length === 0 ) { -+ -+ delete bindingsByRoot[ rootUuid ]; -+ - } -+ - } -- _lendBinding(binding) { -+ -+ _lendBinding( binding ) { -+ - const bindings = this._bindings, - prevIndex = binding._cacheIndex, -- lastActiveIndex = this._nActiveBindings++, -- firstInactiveBinding = bindings[lastActiveIndex]; -+ -+ lastActiveIndex = this._nActiveBindings ++, -+ -+ firstInactiveBinding = bindings[ lastActiveIndex ]; -+ - binding._cacheIndex = lastActiveIndex; -- bindings[lastActiveIndex] = binding; -+ bindings[ lastActiveIndex ] = binding; -+ - firstInactiveBinding._cacheIndex = prevIndex; -- bindings[prevIndex] = firstInactiveBinding; -+ bindings[ prevIndex ] = firstInactiveBinding; -+ - } -- _takeBackBinding(binding) { -+ -+ _takeBackBinding( binding ) { -+ - const bindings = this._bindings, - prevIndex = binding._cacheIndex, -- firstInactiveIndex = --this._nActiveBindings, -- lastActiveBinding = bindings[firstInactiveIndex]; -+ -+ firstInactiveIndex = -- this._nActiveBindings, -+ -+ lastActiveBinding = bindings[ firstInactiveIndex ]; -+ - binding._cacheIndex = firstInactiveIndex; -- bindings[firstInactiveIndex] = binding; -+ bindings[ firstInactiveIndex ] = binding; -+ - lastActiveBinding._cacheIndex = prevIndex; -- bindings[prevIndex] = lastActiveBinding; -+ bindings[ prevIndex ] = lastActiveBinding; -+ - } - -+ - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant() { -+ - const interpolants = this._controlInterpolants, -- lastActiveIndex = this._nActiveControlInterpolants++; -- let interpolant = interpolants[lastActiveIndex]; -- if (interpolant === undefined) { -- interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, _controlInterpolantsResultBuffer); -+ lastActiveIndex = this._nActiveControlInterpolants ++; -+ -+ let interpolant = interpolants[ lastActiveIndex ]; -+ -+ if ( interpolant === undefined ) { -+ -+ interpolant = new LinearInterpolant( -+ new Float32Array( 2 ), new Float32Array( 2 ), -+ 1, _controlInterpolantsResultBuffer ); -+ - interpolant.__cacheIndex = lastActiveIndex; -- interpolants[lastActiveIndex] = interpolant; -+ interpolants[ lastActiveIndex ] = interpolant; -+ - } -+ - return interpolant; -+ - } -- _takeBackControlInterpolant(interpolant) { -+ -+ _takeBackControlInterpolant( interpolant ) { -+ - const interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, -- firstInactiveIndex = --this._nActiveControlInterpolants, -- lastActiveInterpolant = interpolants[firstInactiveIndex]; -+ -+ firstInactiveIndex = -- this._nActiveControlInterpolants, -+ -+ lastActiveInterpolant = interpolants[ firstInactiveIndex ]; -+ - interpolant.__cacheIndex = firstInactiveIndex; -- interpolants[firstInactiveIndex] = interpolant; -+ interpolants[ firstInactiveIndex ] = interpolant; -+ - lastActiveInterpolant.__cacheIndex = prevIndex; -- interpolants[prevIndex] = lastActiveInterpolant; -+ interpolants[ prevIndex ] = lastActiveInterpolant; -+ - } - - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) -- clipAction(clip, optionalRoot, blendMode) { -+ clipAction( clip, optionalRoot, blendMode ) { -+ - const root = optionalRoot || this._root, - rootUuid = root.uuid; -- let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip; -+ -+ let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; -+ - const clipUuid = clipObject !== null ? clipObject.uuid : clip; -- const actionsForClip = this._actionsByClip[clipUuid]; -+ -+ const actionsForClip = this._actionsByClip[ clipUuid ]; - let prototypeAction = null; -- if (blendMode === undefined) { -- if (clipObject !== null) { -+ -+ if ( blendMode === undefined ) { -+ -+ if ( clipObject !== null ) { -+ - blendMode = clipObject.blendMode; -+ - } else { -+ - blendMode = NormalAnimationBlendMode; -+ - } -+ - } -- if (actionsForClip !== undefined) { -- const existingAction = actionsForClip.actionByRoot[rootUuid]; -- if (existingAction !== undefined && existingAction.blendMode === blendMode) { -+ -+ if ( actionsForClip !== undefined ) { -+ -+ const existingAction = actionsForClip.actionByRoot[ rootUuid ]; -+ -+ if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { -+ - return existingAction; -+ - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy -- prototypeAction = actionsForClip.knownActions[0]; -+ prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action -- if (clipObject === null) clipObject = prototypeAction._clip; -+ if ( clipObject === null ) -+ clipObject = prototypeAction._clip; -+ - } - - // clip must be known when specified via string -- if (clipObject === null) return null; -+ if ( clipObject === null ) return null; - - // allocate all resources required to run it -- const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode); -- this._bindAction(newAction, prototypeAction); -+ const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); -+ -+ this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager -- this._addInactiveAction(newAction, clipUuid, rootUuid); -+ this._addInactiveAction( newAction, clipUuid, rootUuid ); -+ - return newAction; -+ - } - - // get an existing action -- existingAction(clip, optionalRoot) { -+ existingAction( clip, optionalRoot ) { -+ - const root = optionalRoot || this._root, - rootUuid = root.uuid, -- clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip, -+ -+ clipObject = typeof clip === 'string' ? -+ AnimationClip.findByName( root, clip ) : clip, -+ - clipUuid = clipObject ? clipObject.uuid : clip, -- actionsForClip = this._actionsByClip[clipUuid]; -- if (actionsForClip !== undefined) { -- return actionsForClip.actionByRoot[rootUuid] || null; -+ -+ actionsForClip = this._actionsByClip[ clipUuid ]; -+ -+ if ( actionsForClip !== undefined ) { -+ -+ return actionsForClip.actionByRoot[ rootUuid ] || null; -+ - } -+ - return null; -+ - } - - // deactivates all previously scheduled actions - stopAllAction() { -+ - const actions = this._actions, - nActions = this._nActiveActions; -- for (let i = nActions - 1; i >= 0; --i) { -- actions[i].stop(); -+ -+ for ( let i = nActions - 1; i >= 0; -- i ) { -+ -+ actions[ i ].stop(); -+ - } -+ - return this; -+ - } - - // advance the time and update apply the animation -- update(deltaTime) { -+ update( deltaTime ) { -+ - deltaTime *= this.timeScale; -+ - const actions = this._actions, - nActions = this._nActiveActions, -+ - time = this.time += deltaTime, -- timeDirection = Math.sign(deltaTime), -+ timeDirection = Math.sign( deltaTime ), -+ - accuIndex = this._accuIndex ^= 1; - - // run active actions - -- for (let i = 0; i !== nActions; ++i) { -- const action = actions[i]; -- action._update(time, deltaTime, timeDirection, accuIndex); -+ for ( let i = 0; i !== nActions; ++ i ) { -+ -+ const action = actions[ i ]; -+ -+ action._update( time, deltaTime, timeDirection, accuIndex ); -+ - } - - // update scene graph - - const bindings = this._bindings, - nBindings = this._nActiveBindings; -- for (let i = 0; i !== nBindings; ++i) { -- bindings[i].apply(accuIndex); -+ -+ for ( let i = 0; i !== nBindings; ++ i ) { -+ -+ bindings[ i ].apply( accuIndex ); -+ - } -+ - return this; -+ - } - - // Allows you to seek to a specific time in an animation. -- setTime(timeInSeconds) { -+ setTime( timeInSeconds ) { -+ - this.time = 0; // Zero out time attribute for AnimationMixer object; -- for (let i = 0; i < this._actions.length; i++) { -- this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects. -+ for ( let i = 0; i < this._actions.length; i ++ ) { -+ -+ this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. -+ - } - -- return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object. -+ return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. -+ - } - - // return this mixer's root target object - getRoot() { -+ - return this._root; -+ - } - - // free all resources specific to a particular clip -- uncacheClip(clip) { -+ uncacheClip( clip ) { -+ - const actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, -- actionsForClip = actionsByClip[clipUuid]; -- if (actionsForClip !== undefined) { -+ actionsForClip = actionsByClip[ clipUuid ]; -+ -+ if ( actionsForClip !== undefined ) { -+ - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - const actionsToRemove = actionsForClip.knownActions; -- for (let i = 0, n = actionsToRemove.length; i !== n; ++i) { -- const action = actionsToRemove[i]; -- this._deactivateAction(action); -+ -+ for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { -+ -+ const action = actionsToRemove[ i ]; -+ -+ this._deactivateAction( action ); -+ - const cacheIndex = action._cacheIndex, -- lastInactiveAction = actions[actions.length - 1]; -+ lastInactiveAction = actions[ actions.length - 1 ]; -+ - action._cacheIndex = null; - action._byClipCacheIndex = null; -+ - lastInactiveAction._cacheIndex = cacheIndex; -- actions[cacheIndex] = lastInactiveAction; -+ actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); -- this._removeInactiveBindingsForAction(action); -+ -+ this._removeInactiveBindingsForAction( action ); -+ - } -- delete actionsByClip[clipUuid]; -+ -+ delete actionsByClip[ clipUuid ]; -+ - } -+ - } - - // free all resources specific to a particular root target object -- uncacheRoot(root) { -+ uncacheRoot( root ) { -+ - const rootUuid = root.uuid, - actionsByClip = this._actionsByClip; -- for (const clipUuid in actionsByClip) { -- const actionByRoot = actionsByClip[clipUuid].actionByRoot, -- action = actionByRoot[rootUuid]; -- if (action !== undefined) { -- this._deactivateAction(action); -- this._removeInactiveAction(action); -+ -+ for ( const clipUuid in actionsByClip ) { -+ -+ const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, -+ action = actionByRoot[ rootUuid ]; -+ -+ if ( action !== undefined ) { -+ -+ this._deactivateAction( action ); -+ this._removeInactiveAction( action ); -+ - } -+ - } -+ - const bindingsByRoot = this._bindingsByRootAndName, -- bindingByName = bindingsByRoot[rootUuid]; -- if (bindingByName !== undefined) { -- for (const trackName in bindingByName) { -- const binding = bindingByName[trackName]; -+ bindingByName = bindingsByRoot[ rootUuid ]; -+ -+ if ( bindingByName !== undefined ) { -+ -+ for ( const trackName in bindingByName ) { -+ -+ const binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); -- this._removeInactiveBinding(binding); -+ this._removeInactiveBinding( binding ); -+ - } -+ - } -+ - } - - // remove a targeted clip from the cache -- uncacheAction(clip, optionalRoot) { -- const action = this.existingAction(clip, optionalRoot); -- if (action !== null) { -- this._deactivateAction(action); -- this._removeInactiveAction(action); -+ uncacheAction( clip, optionalRoot ) { -+ -+ const action = this.existingAction( clip, optionalRoot ); -+ -+ if ( action !== null ) { -+ -+ this._deactivateAction( action ); -+ this._removeInactiveAction( action ); -+ - } -+ - } -+ - } - - class Uniform { -- constructor(value) { -+ -+ constructor( value ) { -+ - this.value = value; -+ - } -+ - clone() { -- return new Uniform(this.value.clone === undefined ? this.value : this.value.clone()); -+ -+ return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); -+ - } -+ - } - - let id = 0; -+ - class UniformsGroup extends EventDispatcher { -+ - constructor() { -+ - super(); -+ - this.isUniformsGroup = true; -- Object.defineProperty(this, 'id', { -- value: id++ -- }); -+ -+ Object.defineProperty( this, 'id', { value: id ++ } ); -+ - this.name = ''; -+ - this.usage = StaticDrawUsage; - this.uniforms = []; -+ - } -- add(uniform) { -- this.uniforms.push(uniform); -+ -+ add( uniform ) { -+ -+ this.uniforms.push( uniform ); -+ - return this; -+ - } -- remove(uniform) { -- const index = this.uniforms.indexOf(uniform); -- if (index !== -1) this.uniforms.splice(index, 1); -+ -+ remove( uniform ) { -+ -+ const index = this.uniforms.indexOf( uniform ); -+ -+ if ( index !== - 1 ) this.uniforms.splice( index, 1 ); -+ - return this; -+ - } -- setName(name) { -+ -+ setName( name ) { -+ - this.name = name; -+ - return this; -+ - } -- setUsage(value) { -+ -+ setUsage( value ) { -+ - this.usage = value; -+ - return this; -+ - } -+ - dispose() { -- this.dispatchEvent({ -- type: 'dispose' -- }); -+ -+ this.dispatchEvent( { type: 'dispose' } ); -+ - return this; -+ - } -- copy(source) { -+ -+ copy( source ) { -+ - this.name = source.name; - this.usage = source.usage; -+ - const uniformsSource = source.uniforms; -+ - this.uniforms.length = 0; -- for (let i = 0, l = uniformsSource.length; i < l; i++) { -- this.uniforms.push(uniformsSource[i].clone()); -+ -+ for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { -+ -+ this.uniforms.push( uniformsSource[ i ].clone() ); -+ - } -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - class InstancedInterleavedBuffer extends InterleavedBuffer { -- constructor(array, stride, meshPerAttribute = 1) { -- super(array, stride); -+ -+ constructor( array, stride, meshPerAttribute = 1 ) { -+ -+ super( array, stride ); -+ - this.isInstancedInterleavedBuffer = true; -+ - this.meshPerAttribute = meshPerAttribute; -+ - } -- copy(source) { -- super.copy(source); -+ -+ copy( source ) { -+ -+ super.copy( source ); -+ - this.meshPerAttribute = source.meshPerAttribute; -+ - return this; -+ - } -- clone(data) { -- const ib = super.clone(data); -+ -+ clone( data ) { -+ -+ const ib = super.clone( data ); -+ - ib.meshPerAttribute = this.meshPerAttribute; -+ - return ib; -+ - } -- toJSON(data) { -- const json = super.toJSON(data); -+ -+ toJSON( data ) { -+ -+ const json = super.toJSON( data ); -+ - json.isInstancedInterleavedBuffer = true; - json.meshPerAttribute = this.meshPerAttribute; -+ - return json; -+ - } -+ - } - - class GLBufferAttribute { -- constructor(buffer, type, itemSize, elementSize, count) { -+ -+ constructor( buffer, type, itemSize, elementSize, count ) { -+ - this.isGLBufferAttribute = true; -+ -+ this.name = ''; -+ - this.buffer = buffer; - this.type = type; - this.itemSize = itemSize; - this.elementSize = elementSize; - this.count = count; -+ - this.version = 0; -+ - } -- set needsUpdate(value) { -- if (value === true) this.version++; -+ -+ set needsUpdate( value ) { -+ -+ if ( value === true ) this.version ++; -+ - } -- setBuffer(buffer) { -+ -+ setBuffer( buffer ) { -+ - this.buffer = buffer; -+ - return this; -+ - } -- setType(type, elementSize) { -+ -+ setType( type, elementSize ) { -+ - this.type = type; - this.elementSize = elementSize; -+ - return this; -+ - } -- setItemSize(itemSize) { -+ -+ setItemSize( itemSize ) { -+ - this.itemSize = itemSize; -+ - return this; -+ - } -- setCount(count) { -+ -+ setCount( count ) { -+ - this.count = count; -+ - return this; -+ - } -+ - } - - class Raycaster { -- constructor(origin, direction, near = 0, far = Infinity) { -- this.ray = new Ray(origin, direction); -+ -+ constructor( origin, direction, near = 0, far = Infinity ) { -+ -+ this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - this.near = near; - this.far = far; - this.camera = null; - this.layers = new Layers(); -+ - this.params = { - Mesh: {}, -- Line: { -- threshold: 1 -- }, -+ Line: { threshold: 1 }, - LOD: {}, -- Points: { -- threshold: 1 -- }, -+ Points: { threshold: 1 }, - Sprite: {} - }; -+ - } -- set(origin, direction) { -+ -+ set( origin, direction ) { -+ - // direction is assumed to be normalized (for accurate distance calculations) - -- this.ray.set(origin, direction); -+ this.ray.set( origin, direction ); -+ - } -- setFromCamera(coords, camera) { -- if (camera.isPerspectiveCamera) { -- this.ray.origin.setFromMatrixPosition(camera.matrixWorld); -- this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize(); -+ -+ setFromCamera( coords, camera ) { -+ -+ if ( camera.isPerspectiveCamera ) { -+ -+ this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); -+ this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - this.camera = camera; -- } else if (camera.isOrthographicCamera) { -- this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera -- this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld); -+ -+ } else if ( camera.isOrthographicCamera ) { -+ -+ this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera -+ this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); - this.camera = camera; -+ - } else { -- console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type); -+ -+ console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); -+ - } -+ - } -- intersectObject(object, recursive = true, intersects = []) { -- intersectObject(object, this, intersects, recursive); -- intersects.sort(ascSort); -+ -+ intersectObject( object, recursive = true, intersects = [] ) { -+ -+ intersectObject( object, this, intersects, recursive ); -+ -+ intersects.sort( ascSort ); -+ - return intersects; -+ - } -- intersectObjects(objects, recursive = true, intersects = []) { -- for (let i = 0, l = objects.length; i < l; i++) { -- intersectObject(objects[i], this, intersects, recursive); -+ -+ intersectObjects( objects, recursive = true, intersects = [] ) { -+ -+ for ( let i = 0, l = objects.length; i < l; i ++ ) { -+ -+ intersectObject( objects[ i ], this, intersects, recursive ); -+ - } -- intersects.sort(ascSort); -+ -+ intersects.sort( ascSort ); -+ - return intersects; -+ - } -+ - } -- function ascSort(a, b) { -+ -+ function ascSort( a, b ) { -+ - return a.distance - b.distance; -+ - } -- function intersectObject(object, raycaster, intersects, recursive) { -- if (object.layers.test(raycaster.layers)) { -- object.raycast(raycaster, intersects); -+ -+ function intersectObject( object, raycaster, intersects, recursive ) { -+ -+ if ( object.layers.test( raycaster.layers ) ) { -+ -+ object.raycast( raycaster, intersects ); -+ - } -- if (recursive === true) { -+ -+ if ( recursive === true ) { -+ - const children = object.children; -- for (let i = 0, l = children.length; i < l; i++) { -- intersectObject(children[i], raycaster, intersects, true); -+ -+ for ( let i = 0, l = children.length; i < l; i ++ ) { -+ -+ intersectObject( children[ i ], raycaster, intersects, true ); -+ - } -+ - } -+ - } - - /** -@@ -30651,50 +48227,81 @@ - * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. - * The azimuthal angle (theta) is measured from the positive z-axis. - */ -+ - class Spherical { -- constructor(radius = 1, phi = 0, theta = 0) { -+ -+ constructor( radius = 1, phi = 0, theta = 0 ) { -+ - this.radius = radius; - this.phi = phi; // polar angle - this.theta = theta; // azimuthal angle - - return this; -+ - } -- set(radius, phi, theta) { -+ -+ set( radius, phi, theta ) { -+ - this.radius = radius; - this.phi = phi; - this.theta = theta; -+ - return this; -+ - } -- copy(other) { -+ -+ copy( other ) { -+ - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; -+ - return this; -+ - } - - // restrict phi to be between EPS and PI-EPS - makeSafe() { -+ - const EPS = 0.000001; -- this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi)); -+ this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); -+ - return this; -+ - } -- setFromVector3(v) { -- return this.setFromCartesianCoords(v.x, v.y, v.z); -+ -+ setFromVector3( v ) { -+ -+ return this.setFromCartesianCoords( v.x, v.y, v.z ); -+ - } -- setFromCartesianCoords(x, y, z) { -- this.radius = Math.sqrt(x * x + y * y + z * z); -- if (this.radius === 0) { -+ -+ setFromCartesianCoords( x, y, z ) { -+ -+ this.radius = Math.sqrt( x * x + y * y + z * z ); -+ -+ if ( this.radius === 0 ) { -+ - this.theta = 0; - this.phi = 0; -+ - } else { -- this.theta = Math.atan2(x, z); -- this.phi = Math.acos(clamp(y / this.radius, -1, 1)); -+ -+ this.theta = Math.atan2( x, z ); -+ this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) ); -+ - } -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - - /** -@@ -30702,581 +48309,961 @@ - */ - - class Cylindrical { -- constructor(radius = 1, theta = 0, y = 0) { -+ -+ constructor( radius = 1, theta = 0, y = 0 ) { -+ - this.radius = radius; // distance from the origin to a point in the x-z plane - this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis - this.y = y; // height above the x-z plane - - return this; -+ - } -- set(radius, theta, y) { -+ -+ set( radius, theta, y ) { -+ - this.radius = radius; - this.theta = theta; - this.y = y; -+ - return this; -+ - } -- copy(other) { -+ -+ copy( other ) { -+ - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; -+ - return this; -+ - } -- setFromVector3(v) { -- return this.setFromCartesianCoords(v.x, v.y, v.z); -+ -+ setFromVector3( v ) { -+ -+ return this.setFromCartesianCoords( v.x, v.y, v.z ); -+ - } -- setFromCartesianCoords(x, y, z) { -- this.radius = Math.sqrt(x * x + z * z); -- this.theta = Math.atan2(x, z); -+ -+ setFromCartesianCoords( x, y, z ) { -+ -+ this.radius = Math.sqrt( x * x + z * z ); -+ this.theta = Math.atan2( x, z ); - this.y = y; -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - -- const _vector$4 = /*@__PURE__*/new Vector2(); -+ const _vector$4 = /*@__PURE__*/ new Vector2(); -+ - class Box2 { -- constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) { -+ -+ constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { -+ - this.isBox2 = true; -+ - this.min = min; - this.max = max; -+ - } -- set(min, max) { -- this.min.copy(min); -- this.max.copy(max); -+ -+ set( min, max ) { -+ -+ this.min.copy( min ); -+ this.max.copy( max ); -+ - return this; -+ - } -- setFromPoints(points) { -+ -+ setFromPoints( points ) { -+ - this.makeEmpty(); -- for (let i = 0, il = points.length; i < il; i++) { -- this.expandByPoint(points[i]); -+ -+ for ( let i = 0, il = points.length; i < il; i ++ ) { -+ -+ this.expandByPoint( points[ i ] ); -+ - } -+ - return this; -+ - } -- setFromCenterAndSize(center, size) { -- const halfSize = _vector$4.copy(size).multiplyScalar(0.5); -- this.min.copy(center).sub(halfSize); -- this.max.copy(center).add(halfSize); -+ -+ setFromCenterAndSize( center, size ) { -+ -+ const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 ); -+ this.min.copy( center ).sub( halfSize ); -+ this.max.copy( center ).add( halfSize ); -+ - return this; -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -- copy(box) { -- this.min.copy(box.min); -- this.max.copy(box.max); -+ -+ copy( box ) { -+ -+ this.min.copy( box.min ); -+ this.max.copy( box.max ); -+ - return this; -+ - } -+ - makeEmpty() { -- this.min.x = this.min.y = +Infinity; -- this.max.x = this.max.y = -Infinity; -+ -+ this.min.x = this.min.y = + Infinity; -+ this.max.x = this.max.y = - Infinity; -+ - return this; -+ - } -+ - isEmpty() { -+ - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - -- return this.max.x < this.min.x || this.max.y < this.min.y; -+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); -+ - } -- getCenter(target) { -- return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); -+ -+ getCenter( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); -+ - } -- getSize(target) { -- return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min); -+ -+ getSize( target ) { -+ -+ return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); -+ - } -- expandByPoint(point) { -- this.min.min(point); -- this.max.max(point); -+ -+ expandByPoint( point ) { -+ -+ this.min.min( point ); -+ this.max.max( point ); -+ - return this; -+ - } -- expandByVector(vector) { -- this.min.sub(vector); -- this.max.add(vector); -+ -+ expandByVector( vector ) { -+ -+ this.min.sub( vector ); -+ this.max.add( vector ); -+ - return this; -+ - } -- expandByScalar(scalar) { -- this.min.addScalar(-scalar); -- this.max.addScalar(scalar); -+ -+ expandByScalar( scalar ) { -+ -+ this.min.addScalar( - scalar ); -+ this.max.addScalar( scalar ); -+ - return this; -+ - } -- containsPoint(point) { -- return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true; -+ -+ containsPoint( point ) { -+ -+ return point.x < this.min.x || point.x > this.max.x || -+ point.y < this.min.y || point.y > this.max.y ? false : true; -+ - } -- containsBox(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; -+ -+ containsBox( box ) { -+ -+ return this.min.x <= box.min.x && box.max.x <= this.max.x && -+ this.min.y <= box.min.y && box.max.y <= this.max.y; -+ - } -- getParameter(point, target) { -+ -+ getParameter( point, target ) { -+ - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - -- return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y)); -+ 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 ) -+ ); -+ - } -- intersectsBox(box) { -+ -+ intersectsBox( box ) { -+ - // using 4 splitting planes to rule out intersections - -- return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true; -+ return box.max.x < this.min.x || box.min.x > this.max.x || -+ box.max.y < this.min.y || box.min.y > this.max.y ? false : true; -+ - } -- clampPoint(point, target) { -- return target.copy(point).clamp(this.min, this.max); -+ -+ clampPoint( point, target ) { -+ -+ return target.copy( point ).clamp( this.min, this.max ); -+ - } -- distanceToPoint(point) { -- const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max); -- return clampedPoint.sub(point).length(); -+ -+ distanceToPoint( point ) { -+ -+ const clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max ); -+ return clampedPoint.sub( point ).length(); -+ - } -- intersect(box) { -- this.min.max(box.min); -- this.max.min(box.max); -+ -+ intersect( box ) { -+ -+ this.min.max( box.min ); -+ this.max.min( box.max ); -+ - return this; -+ - } -- union(box) { -- this.min.min(box.min); -- this.max.max(box.max); -+ -+ union( box ) { -+ -+ this.min.min( box.min ); -+ this.max.max( box.max ); -+ - return this; -+ - } -- translate(offset) { -- this.min.add(offset); -- this.max.add(offset); -+ -+ translate( offset ) { -+ -+ this.min.add( offset ); -+ this.max.add( offset ); -+ - return this; -+ - } -- equals(box) { -- return box.min.equals(this.min) && box.max.equals(this.max); -+ -+ equals( box ) { -+ -+ return box.min.equals( this.min ) && box.max.equals( this.max ); -+ - } -+ - } - -- const _startP = /*@__PURE__*/new Vector3(); -- const _startEnd = /*@__PURE__*/new Vector3(); -+ const _startP = /*@__PURE__*/ new Vector3(); -+ const _startEnd = /*@__PURE__*/ new Vector3(); -+ - class Line3 { -- constructor(start = new Vector3(), end = new Vector3()) { -+ -+ constructor( start = new Vector3(), end = new Vector3() ) { -+ - this.start = start; - this.end = end; -+ - } -- set(start, end) { -- this.start.copy(start); -- this.end.copy(end); -+ -+ set( start, end ) { -+ -+ this.start.copy( start ); -+ this.end.copy( end ); -+ - return this; -+ - } -- copy(line) { -- this.start.copy(line.start); -- this.end.copy(line.end); -+ -+ copy( line ) { -+ -+ this.start.copy( line.start ); -+ this.end.copy( line.end ); -+ - return this; -+ - } -- getCenter(target) { -- return target.addVectors(this.start, this.end).multiplyScalar(0.5); -+ -+ getCenter( target ) { -+ -+ return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); -+ - } -- delta(target) { -- return target.subVectors(this.end, this.start); -+ -+ delta( target ) { -+ -+ return target.subVectors( this.end, this.start ); -+ - } -+ - distanceSq() { -- return this.start.distanceToSquared(this.end); -+ -+ return this.start.distanceToSquared( this.end ); -+ - } -+ - distance() { -- return this.start.distanceTo(this.end); -+ -+ return this.start.distanceTo( this.end ); -+ - } -- at(t, target) { -- return this.delta(target).multiplyScalar(t).add(this.start); -+ -+ at( t, target ) { -+ -+ return this.delta( target ).multiplyScalar( t ).add( this.start ); -+ - } -- closestPointToPointParameter(point, clampToLine) { -- _startP.subVectors(point, this.start); -- _startEnd.subVectors(this.end, this.start); -- const startEnd2 = _startEnd.dot(_startEnd); -- const startEnd_startP = _startEnd.dot(_startP); -+ -+ closestPointToPointParameter( point, clampToLine ) { -+ -+ _startP.subVectors( point, this.start ); -+ _startEnd.subVectors( this.end, this.start ); -+ -+ const startEnd2 = _startEnd.dot( _startEnd ); -+ const startEnd_startP = _startEnd.dot( _startP ); -+ - let t = startEnd_startP / startEnd2; -- if (clampToLine) { -- t = clamp(t, 0, 1); -+ -+ if ( clampToLine ) { -+ -+ t = clamp( t, 0, 1 ); -+ - } -+ - return t; -+ - } -- closestPointToPoint(point, clampToLine, target) { -- const t = this.closestPointToPointParameter(point, clampToLine); -- return this.delta(target).multiplyScalar(t).add(this.start); -+ -+ closestPointToPoint( point, clampToLine, target ) { -+ -+ const t = this.closestPointToPointParameter( point, clampToLine ); -+ -+ return this.delta( target ).multiplyScalar( t ).add( this.start ); -+ - } -- applyMatrix4(matrix) { -- this.start.applyMatrix4(matrix); -- this.end.applyMatrix4(matrix); -+ -+ applyMatrix4( matrix ) { -+ -+ this.start.applyMatrix4( matrix ); -+ this.end.applyMatrix4( matrix ); -+ - return this; -+ - } -- equals(line) { -- return line.start.equals(this.start) && line.end.equals(this.end); -+ -+ equals( line ) { -+ -+ return line.start.equals( this.start ) && line.end.equals( this.end ); -+ - } -+ - clone() { -- return new this.constructor().copy(this); -+ -+ return new this.constructor().copy( this ); -+ - } -+ - } - -- const _vector$3 = /*@__PURE__*/new Vector3(); -+ const _vector$3 = /*@__PURE__*/ new Vector3(); -+ - class SpotLightHelper extends Object3D { -- constructor(light, color) { -+ -+ constructor( light, color ) { -+ - super(); -+ - this.light = light; -+ - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.color = color; -+ - this.type = 'SpotLightHelper'; -+ - const geometry = new BufferGeometry(); -- const positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1]; -- for (let i = 0, j = 1, l = 32; i < l; i++, j++) { -- const p1 = i / l * Math.PI * 2; -- const p2 = j / l * Math.PI * 2; -- positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1); -- } -- geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); -- const material = new LineBasicMaterial({ -- fog: false, -- toneMapped: false -- }); -- this.cone = new LineSegments(geometry, material); -- this.add(this.cone); -+ -+ const positions = [ -+ 0, 0, 0, 0, 0, 1, -+ 0, 0, 0, 1, 0, 1, -+ 0, 0, 0, - 1, 0, 1, -+ 0, 0, 0, 0, 1, 1, -+ 0, 0, 0, 0, - 1, 1 -+ ]; -+ -+ for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { -+ -+ const p1 = ( i / l ) * Math.PI * 2; -+ const p2 = ( j / l ) * Math.PI * 2; -+ -+ positions.push( -+ Math.cos( p1 ), Math.sin( p1 ), 1, -+ Math.cos( p2 ), Math.sin( p2 ), 1 -+ ); -+ -+ } -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); -+ -+ const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); -+ -+ this.cone = new LineSegments( geometry, material ); -+ this.add( this.cone ); -+ - this.update(); -+ - } -+ - dispose() { -+ - this.cone.geometry.dispose(); - this.cone.material.dispose(); -+ - } -+ - update() { -- this.light.updateWorldMatrix(true, false); -- this.light.target.updateWorldMatrix(true, false); -+ -+ this.light.updateWorldMatrix( true, false ); -+ this.light.target.updateWorldMatrix( true, false ); -+ - const coneLength = this.light.distance ? this.light.distance : 1000; -- const coneWidth = coneLength * Math.tan(this.light.angle); -- this.cone.scale.set(coneWidth, coneWidth, coneLength); -- _vector$3.setFromMatrixPosition(this.light.target.matrixWorld); -- this.cone.lookAt(_vector$3); -- if (this.color !== undefined) { -- this.cone.material.color.set(this.color); -+ const coneWidth = coneLength * Math.tan( this.light.angle ); -+ -+ this.cone.scale.set( coneWidth, coneWidth, coneLength ); -+ -+ _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); -+ -+ this.cone.lookAt( _vector$3 ); -+ -+ if ( this.color !== undefined ) { -+ -+ this.cone.material.color.set( this.color ); -+ - } else { -- this.cone.material.color.copy(this.light.color); -+ -+ this.cone.material.color.copy( this.light.color ); -+ - } -+ - } -+ - } - -- const _vector$2 = /*@__PURE__*/new Vector3(); -- const _boneMatrix = /*@__PURE__*/new Matrix4(); -- const _matrixWorldInv = /*@__PURE__*/new Matrix4(); -+ const _vector$2 = /*@__PURE__*/ new Vector3(); -+ const _boneMatrix = /*@__PURE__*/ new Matrix4(); -+ const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); -+ -+ - class SkeletonHelper extends LineSegments { -- constructor(object) { -- const bones = getBoneList(object); -+ -+ constructor( object ) { -+ -+ const bones = getBoneList( object ); -+ - const geometry = new BufferGeometry(); -+ - const vertices = []; - const colors = []; -- const color1 = new Color(0, 0, 1); -- const color2 = new Color(0, 1, 0); -- for (let i = 0; i < bones.length; i++) { -- const bone = bones[i]; -- if (bone.parent && bone.parent.isBone) { -- vertices.push(0, 0, 0); -- vertices.push(0, 0, 0); -- colors.push(color1.r, color1.g, color1.b); -- colors.push(color2.r, color2.g, color2.b); -- } -- } -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- depthTest: false, -- depthWrite: false, -- toneMapped: false, -- transparent: true -- }); -- super(geometry, material); -+ -+ const color1 = new Color( 0, 0, 1 ); -+ const color2 = new Color( 0, 1, 0 ); -+ -+ for ( let i = 0; i < bones.length; i ++ ) { -+ -+ const bone = bones[ i ]; -+ -+ if ( bone.parent && bone.parent.isBone ) { -+ -+ vertices.push( 0, 0, 0 ); -+ vertices.push( 0, 0, 0 ); -+ colors.push( color1.r, color1.g, color1.b ); -+ colors.push( color2.r, color2.g, color2.b ); -+ -+ } -+ -+ } -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); -+ -+ super( geometry, material ); -+ - this.isSkeletonHelper = true; -+ - this.type = 'SkeletonHelper'; -+ - this.root = object; - this.bones = bones; -+ - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; -+ - } -- updateMatrixWorld(force) { -+ -+ updateMatrixWorld( force ) { -+ - const bones = this.bones; -+ - const geometry = this.geometry; -- const position = geometry.getAttribute('position'); -- _matrixWorldInv.copy(this.root.matrixWorld).invert(); -- for (let i = 0, j = 0; i < bones.length; i++) { -- const bone = bones[i]; -- if (bone.parent && bone.parent.isBone) { -- _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld); -- _vector$2.setFromMatrixPosition(_boneMatrix); -- position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z); -- _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld); -- _vector$2.setFromMatrixPosition(_boneMatrix); -- position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z); -+ const position = geometry.getAttribute( 'position' ); -+ -+ _matrixWorldInv.copy( this.root.matrixWorld ).invert(); -+ -+ for ( let i = 0, j = 0; i < bones.length; i ++ ) { -+ -+ const bone = bones[ i ]; -+ -+ if ( bone.parent && bone.parent.isBone ) { -+ -+ _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); -+ _vector$2.setFromMatrixPosition( _boneMatrix ); -+ position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); -+ -+ _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); -+ _vector$2.setFromMatrixPosition( _boneMatrix ); -+ position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); -+ - j += 2; -+ - } -+ - } -- geometry.getAttribute('position').needsUpdate = true; -- super.updateMatrixWorld(force); -+ -+ geometry.getAttribute( 'position' ).needsUpdate = true; -+ -+ super.updateMatrixWorld( force ); -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } -- function getBoneList(object) { -+ -+ -+ function getBoneList( object ) { -+ - const boneList = []; -- if (object.isBone === true) { -- boneList.push(object); -+ -+ if ( object.isBone === true ) { -+ -+ boneList.push( object ); -+ - } -- for (let i = 0; i < object.children.length; i++) { -- boneList.push.apply(boneList, getBoneList(object.children[i])); -+ -+ for ( let i = 0; i < object.children.length; i ++ ) { -+ -+ boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); -+ - } -+ - return boneList; -+ - } - - class PointLightHelper extends Mesh { -- constructor(light, sphereSize, color) { -- const geometry = new SphereGeometry(sphereSize, 4, 2); -- const material = new MeshBasicMaterial({ -- wireframe: true, -- fog: false, -- toneMapped: false -- }); -- super(geometry, material); -+ -+ constructor( light, sphereSize, color ) { -+ -+ const geometry = new SphereGeometry( sphereSize, 4, 2 ); -+ const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.light = light; -+ - this.color = color; -+ - this.type = 'PointLightHelper'; -+ - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.update(); - -+ - /* -- // TODO: delete this comment? -- const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); -- const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); -- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); -- this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); -- const d = light.distance; -- if ( d === 0.0 ) { -- this.lightDistance.visible = false; -- } else { -- this.lightDistance.scale.set( d, d, d ); -- } -- this.add( this.lightDistance ); -- */ -+ // TODO: delete this comment? -+ const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); -+ const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); -+ -+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); -+ this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); -+ -+ const d = light.distance; -+ -+ if ( d === 0.0 ) { -+ -+ this.lightDistance.visible = false; -+ -+ } else { -+ -+ this.lightDistance.scale.set( d, d, d ); -+ -+ } -+ -+ this.add( this.lightDistance ); -+ */ -+ - } - - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - update() { -- this.light.updateWorldMatrix(true, false); -- if (this.color !== undefined) { -- this.material.color.set(this.color); -+ -+ this.light.updateWorldMatrix( true, false ); -+ -+ if ( this.color !== undefined ) { -+ -+ this.material.color.set( this.color ); -+ - } else { -- this.material.color.copy(this.light.color); -+ -+ this.material.color.copy( this.light.color ); -+ - } - - /* - const d = this.light.distance; -- if ( d === 0.0 ) { -- this.lightDistance.visible = false; -- } else { -- this.lightDistance.visible = true; -+ -+ if ( d === 0.0 ) { -+ -+ this.lightDistance.visible = false; -+ -+ } else { -+ -+ this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); -- } -+ -+ } - */ -+ - } -+ - } - -- const _vector$1 = /*@__PURE__*/new Vector3(); -- const _color1 = /*@__PURE__*/new Color(); -- const _color2 = /*@__PURE__*/new Color(); -+ const _vector$1 = /*@__PURE__*/ new Vector3(); -+ const _color1 = /*@__PURE__*/ new Color(); -+ const _color2 = /*@__PURE__*/ new Color(); -+ - class HemisphereLightHelper extends Object3D { -- constructor(light, size, color) { -+ -+ constructor( light, size, color ) { -+ - super(); -+ - this.light = light; -+ - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.color = color; -+ - this.type = 'HemisphereLightHelper'; -- const geometry = new OctahedronGeometry(size); -- geometry.rotateY(Math.PI * 0.5); -- this.material = new MeshBasicMaterial({ -- wireframe: true, -- fog: false, -- toneMapped: false -- }); -- if (this.color === undefined) this.material.vertexColors = true; -- const position = geometry.getAttribute('position'); -- const colors = new Float32Array(position.count * 3); -- geometry.setAttribute('color', new BufferAttribute(colors, 3)); -- this.add(new Mesh(geometry, this.material)); -+ -+ const geometry = new OctahedronGeometry( size ); -+ geometry.rotateY( Math.PI * 0.5 ); -+ -+ this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); -+ if ( this.color === undefined ) this.material.vertexColors = true; -+ -+ const position = geometry.getAttribute( 'position' ); -+ const colors = new Float32Array( position.count * 3 ); -+ -+ geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); -+ -+ this.add( new Mesh( geometry, this.material ) ); -+ - this.update(); -+ - } -+ - dispose() { -- this.children[0].geometry.dispose(); -- this.children[0].material.dispose(); -+ -+ this.children[ 0 ].geometry.dispose(); -+ this.children[ 0 ].material.dispose(); -+ - } -+ - update() { -- const mesh = this.children[0]; -- if (this.color !== undefined) { -- this.material.color.set(this.color); -+ -+ const mesh = this.children[ 0 ]; -+ -+ if ( this.color !== undefined ) { -+ -+ this.material.color.set( this.color ); -+ - } else { -- const colors = mesh.geometry.getAttribute('color'); -- _color1.copy(this.light.color); -- _color2.copy(this.light.groundColor); -- for (let i = 0, l = colors.count; i < l; i++) { -- const color = i < l / 2 ? _color1 : _color2; -- colors.setXYZ(i, color.r, color.g, color.b); -+ -+ const colors = mesh.geometry.getAttribute( 'color' ); -+ -+ _color1.copy( this.light.color ); -+ _color2.copy( this.light.groundColor ); -+ -+ for ( let i = 0, l = colors.count; i < l; i ++ ) { -+ -+ const color = ( i < ( l / 2 ) ) ? _color1 : _color2; -+ -+ colors.setXYZ( i, color.r, color.g, color.b ); -+ - } -+ - colors.needsUpdate = true; -+ - } -- this.light.updateWorldMatrix(true, false); -- mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate()); -+ -+ this.light.updateWorldMatrix( true, false ); -+ -+ mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() ); -+ - } -+ - } - - class GridHelper extends LineSegments { -- constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) { -- color1 = new Color(color1); -- color2 = new Color(color2); -+ -+ constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) { -+ -+ color1 = new Color( color1 ); -+ color2 = new Color( color2 ); -+ - const center = divisions / 2; - const step = size / divisions; - const halfSize = size / 2; -- const vertices = [], -- colors = []; -- for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) { -- vertices.push(-halfSize, 0, k, halfSize, 0, k); -- vertices.push(k, 0, -halfSize, k, 0, halfSize); -+ -+ const vertices = [], colors = []; -+ -+ for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { -+ -+ vertices.push( - halfSize, 0, k, halfSize, 0, k ); -+ vertices.push( k, 0, - halfSize, k, 0, halfSize ); -+ - const color = i === center ? color1 : color2; -- color.toArray(colors, j); -- j += 3; -- color.toArray(colors, j); -- j += 3; -- color.toArray(colors, j); -- j += 3; -- color.toArray(colors, j); -- j += 3; -+ -+ color.toArray( colors, j ); j += 3; -+ color.toArray( colors, j ); j += 3; -+ color.toArray( colors, j ); j += 3; -+ color.toArray( colors, j ); j += 3; -+ - } -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- toneMapped: false -- }); -- super(geometry, material); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.type = 'GridHelper'; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - - class PolarGridHelper extends LineSegments { -- constructor(radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) { -- color1 = new Color(color1); -- color2 = new Color(color2); -+ -+ constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { -+ -+ color1 = new Color( color1 ); -+ color2 = new Color( color2 ); -+ - const vertices = []; - const colors = []; - - // create the sectors - -- if (sectors > 1) { -- for (let i = 0; i < sectors; i++) { -- const v = i / sectors * (Math.PI * 2); -- const x = Math.sin(v) * radius; -- const z = Math.cos(v) * radius; -- vertices.push(0, 0, 0); -- vertices.push(x, 0, z); -- const color = i & 1 ? color1 : color2; -- colors.push(color.r, color.g, color.b); -- colors.push(color.r, color.g, color.b); -+ if ( sectors > 1 ) { -+ -+ for ( let i = 0; i < sectors; i ++ ) { -+ -+ const v = ( i / sectors ) * ( Math.PI * 2 ); -+ -+ const x = Math.sin( v ) * radius; -+ const z = Math.cos( v ) * radius; -+ -+ vertices.push( 0, 0, 0 ); -+ vertices.push( x, 0, z ); -+ -+ const color = ( i & 1 ) ? color1 : color2; -+ -+ colors.push( color.r, color.g, color.b ); -+ colors.push( color.r, color.g, color.b ); -+ - } -+ - } - - // create the rings - -- for (let i = 0; i < rings; i++) { -- const color = i & 1 ? color1 : color2; -- const r = radius - radius / rings * i; -- for (let j = 0; j < divisions; j++) { -+ for ( let i = 0; i < rings; i ++ ) { -+ -+ const color = ( i & 1 ) ? color1 : color2; -+ -+ const r = radius - ( radius / rings * i ); -+ -+ for ( let j = 0; j < divisions; j ++ ) { -+ - // first vertex - -- let v = j / divisions * (Math.PI * 2); -- let x = Math.sin(v) * r; -- let z = Math.cos(v) * r; -- vertices.push(x, 0, z); -- colors.push(color.r, color.g, color.b); -+ let v = ( j / divisions ) * ( Math.PI * 2 ); -+ -+ let x = Math.sin( v ) * r; -+ let z = Math.cos( v ) * r; -+ -+ vertices.push( x, 0, z ); -+ colors.push( color.r, color.g, color.b ); - - // second vertex - -- v = (j + 1) / divisions * (Math.PI * 2); -- x = Math.sin(v) * r; -- z = Math.cos(v) * r; -- vertices.push(x, 0, z); -- colors.push(color.r, color.g, color.b); -+ v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); -+ -+ x = Math.sin( v ) * r; -+ z = Math.cos( v ) * r; -+ -+ vertices.push( x, 0, z ); -+ colors.push( color.r, color.g, color.b ); -+ - } -+ - } -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- toneMapped: false -- }); -- super(geometry, material); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.type = 'PolarGridHelper'; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - -- const _v1 = /*@__PURE__*/new Vector3(); -- const _v2 = /*@__PURE__*/new Vector3(); -- const _v3 = /*@__PURE__*/new Vector3(); -+ const _v1 = /*@__PURE__*/ new Vector3(); -+ const _v2 = /*@__PURE__*/ new Vector3(); -+ const _v3 = /*@__PURE__*/ new Vector3(); -+ - class DirectionalLightHelper extends Object3D { -- constructor(light, size, color) { -+ -+ constructor( light, size, color ) { -+ - super(); -+ - this.light = light; -+ - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.color = color; -+ - this.type = 'DirectionalLightHelper'; -- if (size === undefined) size = 1; -+ -+ if ( size === undefined ) size = 1; -+ - let geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3)); -- const material = new LineBasicMaterial({ -- fog: false, -- toneMapped: false -- }); -- this.lightPlane = new Line(geometry, material); -- this.add(this.lightPlane); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( [ -+ - size, size, 0, -+ size, size, 0, -+ size, - size, 0, -+ - size, - size, 0, -+ - size, size, 0 -+ ], 3 ) ); -+ -+ const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); -+ -+ this.lightPlane = new Line( geometry, material ); -+ this.add( this.lightPlane ); -+ - geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3)); -- this.targetLine = new Line(geometry, material); -- this.add(this.targetLine); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); -+ -+ this.targetLine = new Line( geometry, material ); -+ this.add( this.targetLine ); -+ - this.update(); -+ - } -+ - dispose() { -+ - this.lightPlane.geometry.dispose(); - this.lightPlane.material.dispose(); - this.targetLine.geometry.dispose(); - this.targetLine.material.dispose(); -+ - } -+ - update() { -- this.light.updateWorldMatrix(true, false); -- this.light.target.updateWorldMatrix(true, false); -- _v1.setFromMatrixPosition(this.light.matrixWorld); -- _v2.setFromMatrixPosition(this.light.target.matrixWorld); -- _v3.subVectors(_v2, _v1); -- this.lightPlane.lookAt(_v2); -- if (this.color !== undefined) { -- this.lightPlane.material.color.set(this.color); -- this.targetLine.material.color.set(this.color); -+ -+ this.light.updateWorldMatrix( true, false ); -+ this.light.target.updateWorldMatrix( true, false ); -+ -+ _v1.setFromMatrixPosition( this.light.matrixWorld ); -+ _v2.setFromMatrixPosition( this.light.target.matrixWorld ); -+ _v3.subVectors( _v2, _v1 ); -+ -+ this.lightPlane.lookAt( _v2 ); -+ -+ if ( this.color !== undefined ) { -+ -+ this.lightPlane.material.color.set( this.color ); -+ this.targetLine.material.color.set( this.color ); -+ - } else { -- this.lightPlane.material.color.copy(this.light.color); -- this.targetLine.material.color.copy(this.light.color); -+ -+ this.lightPlane.material.color.copy( this.light.color ); -+ this.targetLine.material.color.copy( this.light.color ); -+ - } -- this.targetLine.lookAt(_v2); -+ -+ this.targetLine.lookAt( _v2 ); - this.targetLine.scale.z = _v3.length(); -+ - } -+ - } - -- const _vector = /*@__PURE__*/new Vector3(); -- const _camera = /*@__PURE__*/new Camera(); -+ const _vector = /*@__PURE__*/ new Vector3(); -+ const _camera = /*@__PURE__*/ new Camera(); - - /** - * - shows frustum, line of sight and up of the camera -@@ -31286,261 +49273,295 @@ - */ - - class CameraHelper extends LineSegments { -- constructor(camera) { -+ -+ constructor( camera ) { -+ - const geometry = new BufferGeometry(); -- const material = new LineBasicMaterial({ -- color: 0xffffff, -- vertexColors: true, -- toneMapped: false -- }); -+ const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); -+ - const vertices = []; - const colors = []; -+ - const pointMap = {}; - - // near - -- addLine('n1', 'n2'); -- addLine('n2', 'n4'); -- addLine('n4', 'n3'); -- addLine('n3', 'n1'); -+ addLine( 'n1', 'n2' ); -+ addLine( 'n2', 'n4' ); -+ addLine( 'n4', 'n3' ); -+ addLine( 'n3', 'n1' ); - - // far - -- addLine('f1', 'f2'); -- addLine('f2', 'f4'); -- addLine('f4', 'f3'); -- addLine('f3', 'f1'); -+ addLine( 'f1', 'f2' ); -+ addLine( 'f2', 'f4' ); -+ addLine( 'f4', 'f3' ); -+ addLine( 'f3', 'f1' ); - - // sides - -- addLine('n1', 'f1'); -- addLine('n2', 'f2'); -- addLine('n3', 'f3'); -- addLine('n4', 'f4'); -+ addLine( 'n1', 'f1' ); -+ addLine( 'n2', 'f2' ); -+ addLine( 'n3', 'f3' ); -+ addLine( 'n4', 'f4' ); - - // cone - -- addLine('p', 'n1'); -- addLine('p', 'n2'); -- addLine('p', 'n3'); -- addLine('p', 'n4'); -+ addLine( 'p', 'n1' ); -+ addLine( 'p', 'n2' ); -+ addLine( 'p', 'n3' ); -+ addLine( 'p', 'n4' ); - - // up - -- addLine('u1', 'u2'); -- addLine('u2', 'u3'); -- addLine('u3', 'u1'); -+ addLine( 'u1', 'u2' ); -+ addLine( 'u2', 'u3' ); -+ addLine( 'u3', 'u1' ); - - // target - -- addLine('c', 't'); -- addLine('p', 'c'); -+ addLine( 'c', 't' ); -+ addLine( 'p', 'c' ); - - // cross - -- addLine('cn1', 'cn2'); -- addLine('cn3', 'cn4'); -- addLine('cf1', 'cf2'); -- addLine('cf3', 'cf4'); -- function addLine(a, b) { -- addPoint(a); -- addPoint(b); -- } -- function addPoint(id) { -- vertices.push(0, 0, 0); -- colors.push(0, 0, 0); -- if (pointMap[id] === undefined) { -- pointMap[id] = []; -- } -- pointMap[id].push(vertices.length / 3 - 1); -- } -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- super(geometry, material); -+ addLine( 'cn1', 'cn2' ); -+ addLine( 'cn3', 'cn4' ); -+ -+ addLine( 'cf1', 'cf2' ); -+ addLine( 'cf3', 'cf4' ); -+ -+ function addLine( a, b ) { -+ -+ addPoint( a ); -+ addPoint( b ); -+ -+ } -+ -+ function addPoint( id ) { -+ -+ vertices.push( 0, 0, 0 ); -+ colors.push( 0, 0, 0 ); -+ -+ if ( pointMap[ id ] === undefined ) { -+ -+ pointMap[ id ] = []; -+ -+ } -+ -+ pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); -+ -+ } -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ super( geometry, material ); -+ - this.type = 'CameraHelper'; -+ - this.camera = camera; -- if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix(); -+ if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); -+ - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; -+ - this.pointMap = pointMap; -+ - this.update(); - - // colors - -- const colorFrustum = new Color(0xffaa00); -- const colorCone = new Color(0xff0000); -- const colorUp = new Color(0x00aaff); -- const colorTarget = new Color(0xffffff); -- const colorCross = new Color(0x333333); -- this.setColors(colorFrustum, colorCone, colorUp, colorTarget, colorCross); -+ const colorFrustum = new Color( 0xffaa00 ); -+ const colorCone = new Color( 0xff0000 ); -+ const colorUp = new Color( 0x00aaff ); -+ const colorTarget = new Color( 0xffffff ); -+ const colorCross = new Color( 0x333333 ); -+ -+ this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross ); -+ - } -- setColors(frustum, cone, up, target, cross) { -+ -+ setColors( frustum, cone, up, target, cross ) { -+ - const geometry = this.geometry; -- const colorAttribute = geometry.getAttribute('color'); -+ -+ const colorAttribute = geometry.getAttribute( 'color' ); - - // near - -- colorAttribute.setXYZ(0, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(1, frustum.r, frustum.g, frustum.b); // n1, n2 -- colorAttribute.setXYZ(2, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(3, frustum.r, frustum.g, frustum.b); // n2, n4 -- colorAttribute.setXYZ(4, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(5, frustum.r, frustum.g, frustum.b); // n4, n3 -- colorAttribute.setXYZ(6, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(7, frustum.r, frustum.g, frustum.b); // n3, n1 -+ colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2 -+ colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4 -+ colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3 -+ colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1 - - // far - -- colorAttribute.setXYZ(8, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(9, frustum.r, frustum.g, frustum.b); // f1, f2 -- colorAttribute.setXYZ(10, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(11, frustum.r, frustum.g, frustum.b); // f2, f4 -- colorAttribute.setXYZ(12, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(13, frustum.r, frustum.g, frustum.b); // f4, f3 -- colorAttribute.setXYZ(14, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(15, frustum.r, frustum.g, frustum.b); // f3, f1 -+ colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2 -+ colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4 -+ colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3 -+ colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1 - - // sides - -- colorAttribute.setXYZ(16, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(17, frustum.r, frustum.g, frustum.b); // n1, f1 -- colorAttribute.setXYZ(18, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(19, frustum.r, frustum.g, frustum.b); // n2, f2 -- colorAttribute.setXYZ(20, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(21, frustum.r, frustum.g, frustum.b); // n3, f3 -- colorAttribute.setXYZ(22, frustum.r, frustum.g, frustum.b); -- colorAttribute.setXYZ(23, frustum.r, frustum.g, frustum.b); // n4, f4 -+ colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1 -+ colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2 -+ colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3 -+ colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4 - - // cone - -- colorAttribute.setXYZ(24, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(25, cone.r, cone.g, cone.b); // p, n1 -- colorAttribute.setXYZ(26, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(27, cone.r, cone.g, cone.b); // p, n2 -- colorAttribute.setXYZ(28, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(29, cone.r, cone.g, cone.b); // p, n3 -- colorAttribute.setXYZ(30, cone.r, cone.g, cone.b); -- colorAttribute.setXYZ(31, cone.r, cone.g, cone.b); // p, n4 -+ colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1 -+ colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2 -+ colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3 -+ colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4 - - // up - -- colorAttribute.setXYZ(32, up.r, up.g, up.b); -- colorAttribute.setXYZ(33, up.r, up.g, up.b); // u1, u2 -- colorAttribute.setXYZ(34, up.r, up.g, up.b); -- colorAttribute.setXYZ(35, up.r, up.g, up.b); // u2, u3 -- colorAttribute.setXYZ(36, up.r, up.g, up.b); -- colorAttribute.setXYZ(37, up.r, up.g, up.b); // u3, u1 -+ colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2 -+ colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3 -+ colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1 - - // target - -- colorAttribute.setXYZ(38, target.r, target.g, target.b); -- colorAttribute.setXYZ(39, target.r, target.g, target.b); // c, t -- colorAttribute.setXYZ(40, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(41, cross.r, cross.g, cross.b); // p, c -+ colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t -+ colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c - - // cross - -- colorAttribute.setXYZ(42, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(43, cross.r, cross.g, cross.b); // cn1, cn2 -- colorAttribute.setXYZ(44, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(45, cross.r, cross.g, cross.b); // cn3, cn4 -+ colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2 -+ colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4 - -- colorAttribute.setXYZ(46, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(47, cross.r, cross.g, cross.b); // cf1, cf2 -- colorAttribute.setXYZ(48, cross.r, cross.g, cross.b); -- colorAttribute.setXYZ(49, cross.r, cross.g, cross.b); // cf3, cf4 -+ colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2 -+ colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4 - - colorAttribute.needsUpdate = true; -+ - } -+ - update() { -+ - const geometry = this.geometry; - const pointMap = this.pointMap; -- const w = 1, -- h = 1; -+ -+ const w = 1, h = 1; - - // we need just camera projection matrix inverse - // world matrix must be identity - -- _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); -+ _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); - - // center / target - -- setPoint('c', pointMap, geometry, _camera, 0, 0, -1); -- setPoint('t', pointMap, geometry, _camera, 0, 0, 1); -+ setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); -+ setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); - - // near - -- setPoint('n1', pointMap, geometry, _camera, -w, -h, -1); -- setPoint('n2', pointMap, geometry, _camera, w, -h, -1); -- setPoint('n3', pointMap, geometry, _camera, -w, h, -1); -- setPoint('n4', pointMap, geometry, _camera, w, h, -1); -+ setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); -+ setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); -+ setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); -+ setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); - - // far - -- setPoint('f1', pointMap, geometry, _camera, -w, -h, 1); -- setPoint('f2', pointMap, geometry, _camera, w, -h, 1); -- setPoint('f3', pointMap, geometry, _camera, -w, h, 1); -- setPoint('f4', pointMap, geometry, _camera, w, h, 1); -+ setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); -+ setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); -+ setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); -+ setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); - - // up - -- setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1); -- setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1); -- setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); -+ setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); -+ setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); -+ setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); - - // cross - -- setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1); -- setPoint('cf2', pointMap, geometry, _camera, w, 0, 1); -- setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1); -- setPoint('cf4', pointMap, geometry, _camera, 0, h, 1); -- setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1); -- setPoint('cn2', pointMap, geometry, _camera, w, 0, -1); -- setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1); -- setPoint('cn4', pointMap, geometry, _camera, 0, h, -1); -- geometry.getAttribute('position').needsUpdate = true; -+ setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); -+ setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); -+ setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); -+ setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); -+ -+ setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); -+ setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); -+ setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); -+ setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); -+ -+ geometry.getAttribute( 'position' ).needsUpdate = true; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } -- function setPoint(point, pointMap, geometry, camera, x, y, z) { -- _vector.set(x, y, z).unproject(camera); -- const points = pointMap[point]; -- if (points !== undefined) { -- const position = geometry.getAttribute('position'); -- for (let i = 0, l = points.length; i < l; i++) { -- position.setXYZ(points[i], _vector.x, _vector.y, _vector.z); -+ -+ -+ function setPoint( point, pointMap, geometry, camera, x, y, z ) { -+ -+ _vector.set( x, y, z ).unproject( camera ); -+ -+ const points = pointMap[ point ]; -+ -+ if ( points !== undefined ) { -+ -+ const position = geometry.getAttribute( 'position' ); -+ -+ for ( let i = 0, l = points.length; i < l; i ++ ) { -+ -+ position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z ); -+ - } -+ - } -+ - } - -- const _box = /*@__PURE__*/new Box3(); -+ const _box = /*@__PURE__*/ new Box3(); -+ - class BoxHelper extends LineSegments { -- constructor(object, color = 0xffff00) { -- const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]); -- const positions = new Float32Array(8 * 3); -+ -+ constructor( object, color = 0xffff00 ) { -+ -+ const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); -+ const positions = new Float32Array( 8 * 3 ); -+ - const geometry = new BufferGeometry(); -- geometry.setIndex(new BufferAttribute(indices, 1)); -- geometry.setAttribute('position', new BufferAttribute(positions, 3)); -- super(geometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ geometry.setIndex( new BufferAttribute( indices, 1 ) ); -+ geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); -+ -+ super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); -+ - this.object = object; - this.type = 'BoxHelper'; -+ - this.matrixAutoUpdate = false; -+ - this.update(); -+ - } -- update(object) { -- if (object !== undefined) { -- console.warn('THREE.BoxHelper: .update() has no longer arguments.'); -+ -+ update( object ) { -+ -+ if ( object !== undefined ) { -+ -+ console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); -+ - } -- if (this.object !== undefined) { -- _box.setFromObject(this.object); -+ -+ if ( this.object !== undefined ) { -+ -+ _box.setFromObject( this.object ); -+ - } -- if (_box.isEmpty()) return; -+ -+ if ( _box.isEmpty() ) return; -+ - const min = _box.min; - const max = _box.max; - -@@ -31549,7 +49570,8 @@ - 1/___0/| - | 6__|_7 - 2/___3/ -- 0: max.x, max.y, max.z -+ -+ 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z -@@ -31561,318 +49583,472 @@ - - const position = this.geometry.attributes.position; - const array = position.array; -- array[0] = max.x; -- array[1] = max.y; -- array[2] = max.z; -- array[3] = min.x; -- array[4] = max.y; -- array[5] = max.z; -- array[6] = min.x; -- array[7] = min.y; -- array[8] = max.z; -- array[9] = max.x; -- array[10] = min.y; -- array[11] = max.z; -- array[12] = max.x; -- array[13] = max.y; -- array[14] = min.z; -- array[15] = min.x; -- array[16] = max.y; -- array[17] = min.z; -- array[18] = min.x; -- array[19] = min.y; -- array[20] = min.z; -- array[21] = max.x; -- array[22] = min.y; -- array[23] = min.z; -+ -+ array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; -+ array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; -+ array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; -+ array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; -+ array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; -+ array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; -+ array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; -+ array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; -+ - position.needsUpdate = true; -+ - this.geometry.computeBoundingSphere(); -+ - } -- setFromObject(object) { -+ -+ setFromObject( object ) { -+ - this.object = object; - this.update(); -+ - return this; -+ - } -- copy(source, recursive) { -- super.copy(source, recursive); -+ -+ copy( source, recursive ) { -+ -+ super.copy( source, recursive ); -+ - this.object = source.object; -+ - return this; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - - class Box3Helper extends LineSegments { -- constructor(box, color = 0xffff00) { -- const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]); -- const positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1]; -+ -+ constructor( box, color = 0xffff00 ) { -+ -+ const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); -+ -+ const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; -+ - const geometry = new BufferGeometry(); -- geometry.setIndex(new BufferAttribute(indices, 1)); -- geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); -- super(geometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ -+ geometry.setIndex( new BufferAttribute( indices, 1 ) ); -+ -+ geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); -+ -+ super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); -+ - this.box = box; -+ - this.type = 'Box3Helper'; -+ - this.geometry.computeBoundingSphere(); -+ - } -- updateMatrixWorld(force) { -+ -+ updateMatrixWorld( force ) { -+ - const box = this.box; -- if (box.isEmpty()) return; -- box.getCenter(this.position); -- box.getSize(this.scale); -- this.scale.multiplyScalar(0.5); -- super.updateMatrixWorld(force); -+ -+ if ( box.isEmpty() ) return; -+ -+ box.getCenter( this.position ); -+ -+ box.getSize( this.scale ); -+ -+ this.scale.multiplyScalar( 0.5 ); -+ -+ super.updateMatrixWorld( force ); -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - - class PlaneHelper extends Line { -- constructor(plane, size = 1, hex = 0xffff00) { -+ -+ constructor( plane, size = 1, hex = 0xffff00 ) { -+ - const color = hex; -- const positions = [1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0]; -+ -+ const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ]; -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); -- super(geometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ -+ super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); -+ - this.type = 'PlaneHelper'; -+ - this.plane = plane; -+ - this.size = size; -- const positions2 = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]; -+ -+ const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ]; -+ - const geometry2 = new BufferGeometry(); -- geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3)); -+ geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); -- this.add(new Mesh(geometry2, new MeshBasicMaterial({ -- color: color, -- opacity: 0.2, -- transparent: true, -- depthWrite: false, -- toneMapped: false -- }))); -+ -+ this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); -+ - } -- updateMatrixWorld(force) { -- this.position.set(0, 0, 0); -- this.scale.set(0.5 * this.size, 0.5 * this.size, 1); -- this.lookAt(this.plane.normal); -- this.translateZ(-this.plane.constant); -- super.updateMatrixWorld(force); -+ -+ updateMatrixWorld( force ) { -+ -+ this.position.set( 0, 0, 0 ); -+ -+ this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 ); -+ -+ this.lookAt( this.plane.normal ); -+ -+ this.translateZ( - this.plane.constant ); -+ -+ super.updateMatrixWorld( force ); -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -- this.children[0].geometry.dispose(); -- this.children[0].material.dispose(); -+ this.children[ 0 ].geometry.dispose(); -+ this.children[ 0 ].material.dispose(); -+ - } -+ - } - -- const _axis = /*@__PURE__*/new Vector3(); -+ const _axis = /*@__PURE__*/ new Vector3(); - let _lineGeometry, _coneGeometry; -+ - class ArrowHelper extends Object3D { -+ - // dir is assumed to be normalized - -- constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) { -+ constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) { -+ - super(); -+ - this.type = 'ArrowHelper'; -- if (_lineGeometry === undefined) { -+ -+ if ( _lineGeometry === undefined ) { -+ - _lineGeometry = new BufferGeometry(); -- _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3)); -- _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1); -- _coneGeometry.translate(0, -0.5, 0); -- } -- this.position.copy(origin); -- this.line = new Line(_lineGeometry, new LineBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); -+ -+ _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 ); -+ _coneGeometry.translate( 0, - 0.5, 0 ); -+ -+ } -+ -+ this.position.copy( origin ); -+ -+ this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - this.line.matrixAutoUpdate = false; -- this.add(this.line); -- this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({ -- color: color, -- toneMapped: false -- })); -+ this.add( this.line ); -+ -+ this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); - this.cone.matrixAutoUpdate = false; -- this.add(this.cone); -- this.setDirection(dir); -- this.setLength(length, headLength, headWidth); -+ this.add( this.cone ); -+ -+ this.setDirection( dir ); -+ this.setLength( length, headLength, headWidth ); -+ - } -- setDirection(dir) { -+ -+ setDirection( dir ) { -+ - // dir is assumed to be normalized - -- if (dir.y > 0.99999) { -- this.quaternion.set(0, 0, 0, 1); -- } else if (dir.y < -0.99999) { -- this.quaternion.set(1, 0, 0, 0); -+ if ( dir.y > 0.99999 ) { -+ -+ this.quaternion.set( 0, 0, 0, 1 ); -+ -+ } else if ( dir.y < - 0.99999 ) { -+ -+ this.quaternion.set( 1, 0, 0, 0 ); -+ - } else { -- _axis.set(dir.z, 0, -dir.x).normalize(); -- const radians = Math.acos(dir.y); -- this.quaternion.setFromAxisAngle(_axis, radians); -+ -+ _axis.set( dir.z, 0, - dir.x ).normalize(); -+ -+ const radians = Math.acos( dir.y ); -+ -+ this.quaternion.setFromAxisAngle( _axis, radians ); -+ - } -+ - } -- setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) { -- this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458 -+ -+ setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) { -+ -+ this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 - this.line.updateMatrix(); -- this.cone.scale.set(headWidth, headLength, headWidth); -+ -+ this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); -+ - } -- setColor(color) { -- this.line.material.color.set(color); -- this.cone.material.color.set(color); -+ -+ setColor( color ) { -+ -+ this.line.material.color.set( color ); -+ this.cone.material.color.set( color ); -+ - } -- copy(source) { -- super.copy(source, false); -- this.line.copy(source.line); -- this.cone.copy(source.cone); -+ -+ copy( source ) { -+ -+ super.copy( source, false ); -+ -+ this.line.copy( source.line ); -+ this.cone.copy( source.cone ); -+ - return this; -+ - } -+ - dispose() { -+ - this.line.geometry.dispose(); - this.line.material.dispose(); - this.cone.geometry.dispose(); - this.cone.material.dispose(); -+ - } -+ - } - - class AxesHelper extends LineSegments { -- constructor(size = 1) { -- const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size]; -- const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1]; -+ -+ constructor( size = 1 ) { -+ -+ const vertices = [ -+ 0, 0, 0, size, 0, 0, -+ 0, 0, 0, 0, size, 0, -+ 0, 0, 0, 0, 0, size -+ ]; -+ -+ const colors = [ -+ 1, 0, 0, 1, 0.6, 0, -+ 0, 1, 0, 0.6, 1, 0, -+ 0, 0, 1, 0, 0.6, 1 -+ ]; -+ - const geometry = new BufferGeometry(); -- geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); -- geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); -- const material = new LineBasicMaterial({ -- vertexColors: true, -- toneMapped: false -- }); -- super(geometry, material); -+ geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); -+ geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -+ -+ const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); -+ -+ super( geometry, material ); -+ - this.type = 'AxesHelper'; -+ - } -- setColors(xAxisColor, yAxisColor, zAxisColor) { -+ -+ setColors( xAxisColor, yAxisColor, zAxisColor ) { -+ - const color = new Color(); - const array = this.geometry.attributes.color.array; -- color.set(xAxisColor); -- color.toArray(array, 0); -- color.toArray(array, 3); -- color.set(yAxisColor); -- color.toArray(array, 6); -- color.toArray(array, 9); -- color.set(zAxisColor); -- color.toArray(array, 12); -- color.toArray(array, 15); -+ -+ color.set( xAxisColor ); -+ color.toArray( array, 0 ); -+ color.toArray( array, 3 ); -+ -+ color.set( yAxisColor ); -+ color.toArray( array, 6 ); -+ color.toArray( array, 9 ); -+ -+ color.set( zAxisColor ); -+ color.toArray( array, 12 ); -+ color.toArray( array, 15 ); -+ - this.geometry.attributes.color.needsUpdate = true; -+ - return this; -+ - } -+ - dispose() { -+ - this.geometry.dispose(); - this.material.dispose(); -+ - } -+ - } - - class ShapePath { -+ - constructor() { -+ - this.type = 'ShapePath'; -+ - this.color = new Color(); -+ - this.subPaths = []; - this.currentPath = null; -+ - } -- moveTo(x, y) { -+ -+ moveTo( x, y ) { -+ - this.currentPath = new Path(); -- this.subPaths.push(this.currentPath); -- this.currentPath.moveTo(x, y); -+ this.subPaths.push( this.currentPath ); -+ this.currentPath.moveTo( x, y ); -+ - return this; -+ - } -- lineTo(x, y) { -- this.currentPath.lineTo(x, y); -+ -+ lineTo( x, y ) { -+ -+ this.currentPath.lineTo( x, y ); -+ - return this; -+ - } -- quadraticCurveTo(aCPx, aCPy, aX, aY) { -- this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY); -+ -+ quadraticCurveTo( aCPx, aCPy, aX, aY ) { -+ -+ this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); -+ - return this; -+ - } -- bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { -- this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY); -+ -+ bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { -+ -+ this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); -+ - return this; -+ - } -- splineThru(pts) { -- this.currentPath.splineThru(pts); -+ -+ splineThru( pts ) { -+ -+ this.currentPath.splineThru( pts ); -+ - return this; -+ - } -- toShapes(isCCW) { -- function toShapesNoHoles(inSubpaths) { -+ -+ toShapes( isCCW ) { -+ -+ function toShapesNoHoles( inSubpaths ) { -+ - const shapes = []; -- for (let i = 0, l = inSubpaths.length; i < l; i++) { -- const tmpPath = inSubpaths[i]; -+ -+ for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) { -+ -+ const tmpPath = inSubpaths[ i ]; -+ - const tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; -- shapes.push(tmpShape); -+ -+ shapes.push( tmpShape ); -+ - } -+ - return shapes; -+ - } -- function isPointInsidePolygon(inPt, inPolygon) { -+ -+ function isPointInsidePolygon( inPt, inPolygon ) { -+ - const polyLen = inPolygon.length; - -- // inPt on polygon contour => immediate success or -+ // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge -- // with the horizontal line through inPt, left of inPt -- // not counting lowerY endpoints of edges and whole edges on that line -+ // with the horizontal line through inPt, left of inPt -+ // not counting lowerY endpoints of edges and whole edges on that line - let inside = false; -- for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) { -- let edgeLowPt = inPolygon[p]; -- let edgeHighPt = inPolygon[q]; -+ for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { -+ -+ let edgeLowPt = inPolygon[ p ]; -+ let edgeHighPt = inPolygon[ q ]; -+ - let edgeDx = edgeHighPt.x - edgeLowPt.x; - let edgeDy = edgeHighPt.y - edgeLowPt.y; -- if (Math.abs(edgeDy) > Number.EPSILON) { -+ -+ if ( Math.abs( edgeDy ) > Number.EPSILON ) { -+ - // not parallel -- if (edgeDy < 0) { -- edgeLowPt = inPolygon[q]; -- edgeDx = -edgeDx; -- edgeHighPt = inPolygon[p]; -- edgeDy = -edgeDy; -+ if ( edgeDy < 0 ) { -+ -+ edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; -+ edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; -+ - } -- if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue; -- if (inPt.y === edgeLowPt.y) { -- if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ? -+ -+ if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; -+ -+ if ( inPt.y === edgeLowPt.y ) { -+ -+ if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! -+ - } else { -- const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y); -- if (perpEdge === 0) return true; // inPt is on contour ? -- if (perpEdge < 0) continue; -- inside = !inside; // true intersection left of inPt -+ -+ const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); -+ if ( perpEdge === 0 ) return true; // inPt is on contour ? -+ if ( perpEdge < 0 ) continue; -+ inside = ! inside; // true intersection left of inPt -+ - } -+ - } else { -+ - // parallel or collinear -- if (inPt.y !== edgeLowPt.y) continue; // parallel -+ if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge lies on the same horizontal line as inPt -- if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour ! -+ if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || -+ ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; -+ - } -+ - } - -- return inside; -+ return inside; -+ - } -+ - const isClockWise = ShapeUtils.isClockWise; -+ - const subPaths = this.subPaths; -- if (subPaths.length === 0) return []; -+ if ( subPaths.length === 0 ) return []; -+ - let solid, tmpPath, tmpShape; - const shapes = []; -- if (subPaths.length === 1) { -- tmpPath = subPaths[0]; -+ -+ if ( subPaths.length === 1 ) { -+ -+ tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; -- shapes.push(tmpShape); -+ shapes.push( tmpShape ); - return shapes; -+ - } -- let holesFirst = !isClockWise(subPaths[0].getPoints()); -- holesFirst = isCCW ? !holesFirst : holesFirst; -+ -+ let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); -+ holesFirst = isCCW ? ! holesFirst : holesFirst; - - // console.log("Holes first", holesFirst); - -@@ -31881,172 +50057,253 @@ - let newShapeHoles = []; - let mainIdx = 0; - let tmpPoints; -- newShapes[mainIdx] = undefined; -- newShapeHoles[mainIdx] = []; -- for (let i = 0, l = subPaths.length; i < l; i++) { -- tmpPath = subPaths[i]; -+ -+ newShapes[ mainIdx ] = undefined; -+ newShapeHoles[ mainIdx ] = []; -+ -+ for ( let i = 0, l = subPaths.length; i < l; i ++ ) { -+ -+ tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); -- solid = isClockWise(tmpPoints); -- solid = isCCW ? !solid : solid; -- if (solid) { -- if (!holesFirst && newShapes[mainIdx]) mainIdx++; -- newShapes[mainIdx] = { -- s: new Shape(), -- p: tmpPoints -- }; -- newShapes[mainIdx].s.curves = tmpPath.curves; -- if (holesFirst) mainIdx++; -- newShapeHoles[mainIdx] = []; -+ solid = isClockWise( tmpPoints ); -+ solid = isCCW ? ! solid : solid; -+ -+ if ( solid ) { -+ -+ if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; -+ -+ newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; -+ newShapes[ mainIdx ].s.curves = tmpPath.curves; -+ -+ if ( holesFirst ) mainIdx ++; -+ newShapeHoles[ mainIdx ] = []; - - //console.log('cw', i); -+ - } else { -- newShapeHoles[mainIdx].push({ -- h: tmpPath, -- p: tmpPoints[0] -- }); -+ -+ newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - - //console.log('ccw', i); -+ - } -+ - } - - // only Holes? -> probably all Shapes with wrong orientation -- if (!newShapes[0]) return toShapesNoHoles(subPaths); -- if (newShapes.length > 1) { -+ if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); -+ -+ -+ if ( newShapes.length > 1 ) { -+ - let ambiguous = false; - let toChange = 0; -- for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) { -- betterShapeHoles[sIdx] = []; -+ -+ for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { -+ -+ betterShapeHoles[ sIdx ] = []; -+ - } -- for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) { -- const sho = newShapeHoles[sIdx]; -- for (let hIdx = 0; hIdx < sho.length; hIdx++) { -- const ho = sho[hIdx]; -+ -+ for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { -+ -+ const sho = newShapeHoles[ sIdx ]; -+ -+ for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) { -+ -+ const ho = sho[ hIdx ]; - let hole_unassigned = true; -- for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) { -- if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) { -- if (sIdx !== s2Idx) toChange++; -- if (hole_unassigned) { -+ -+ for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { -+ -+ if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { -+ -+ if ( sIdx !== s2Idx ) toChange ++; -+ -+ if ( hole_unassigned ) { -+ - hole_unassigned = false; -- betterShapeHoles[s2Idx].push(ho); -+ betterShapeHoles[ s2Idx ].push( ho ); -+ - } else { -+ - ambiguous = true; -+ - } -+ - } -+ - } -- if (hole_unassigned) { -- betterShapeHoles[sIdx].push(ho); -+ -+ if ( hole_unassigned ) { -+ -+ betterShapeHoles[ sIdx ].push( ho ); -+ - } -+ - } -+ - } -- if (toChange > 0 && ambiguous === false) { -+ -+ if ( toChange > 0 && ambiguous === false ) { -+ - newShapeHoles = betterShapeHoles; -+ - } -+ - } -+ - let tmpHoles; -- for (let i = 0, il = newShapes.length; i < il; i++) { -- tmpShape = newShapes[i].s; -- shapes.push(tmpShape); -- tmpHoles = newShapeHoles[i]; -- for (let j = 0, jl = tmpHoles.length; j < jl; j++) { -- tmpShape.holes.push(tmpHoles[j].h); -+ -+ for ( let i = 0, il = newShapes.length; i < il; i ++ ) { -+ -+ tmpShape = newShapes[ i ].s; -+ shapes.push( tmpShape ); -+ tmpHoles = newShapeHoles[ i ]; -+ -+ for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) { -+ -+ tmpShape.holes.push( tmpHoles[ j ].h ); -+ - } -+ - } - - //console.log("shape", shapes); - - return shapes; -+ - } -+ - } - - // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf - -- const _tables = /*@__PURE__*/_generateTables(); -+ const _tables = /*@__PURE__*/ _generateTables(); -+ - function _generateTables() { -+ - // float32 to float16 helpers - -- const buffer = new ArrayBuffer(4); -- const floatView = new Float32Array(buffer); -- const uint32View = new Uint32Array(buffer); -- const baseTable = new Uint32Array(512); -- const shiftTable = new Uint32Array(512); -- for (let i = 0; i < 256; ++i) { -+ const buffer = new ArrayBuffer( 4 ); -+ const floatView = new Float32Array( buffer ); -+ const uint32View = new Uint32Array( buffer ); -+ -+ const baseTable = new Uint32Array( 512 ); -+ const shiftTable = new Uint32Array( 512 ); -+ -+ for ( let i = 0; i < 256; ++ i ) { -+ - const e = i - 127; - - // very small number (0, -0) - -- if (e < -27) { -- baseTable[i] = 0x0000; -- baseTable[i | 0x100] = 0x8000; -- shiftTable[i] = 24; -- shiftTable[i | 0x100] = 24; -+ if ( e < - 27 ) { -+ -+ baseTable[ i ] = 0x0000; -+ baseTable[ i | 0x100 ] = 0x8000; -+ shiftTable[ i ] = 24; -+ shiftTable[ i | 0x100 ] = 24; - - // small number (denorm) -- } else if (e < -14) { -- baseTable[i] = 0x0400 >> -e - 14; -- baseTable[i | 0x100] = 0x0400 >> -e - 14 | 0x8000; -- shiftTable[i] = -e - 1; -- shiftTable[i | 0x100] = -e - 1; -+ -+ } else if ( e < - 14 ) { -+ -+ baseTable[ i ] = 0x0400 >> ( - e - 14 ); -+ baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000; -+ shiftTable[ i ] = - e - 1; -+ shiftTable[ i | 0x100 ] = - e - 1; - - // normal number -- } else if (e <= 15) { -- baseTable[i] = e + 15 << 10; -- baseTable[i | 0x100] = e + 15 << 10 | 0x8000; -- shiftTable[i] = 13; -- shiftTable[i | 0x100] = 13; -+ -+ } else if ( e <= 15 ) { -+ -+ baseTable[ i ] = ( e + 15 ) << 10; -+ baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000; -+ shiftTable[ i ] = 13; -+ shiftTable[ i | 0x100 ] = 13; - - // large number (Infinity, -Infinity) -- } else if (e < 128) { -- baseTable[i] = 0x7c00; -- baseTable[i | 0x100] = 0xfc00; -- shiftTable[i] = 24; -- shiftTable[i | 0x100] = 24; -+ -+ } else if ( e < 128 ) { -+ -+ baseTable[ i ] = 0x7c00; -+ baseTable[ i | 0x100 ] = 0xfc00; -+ shiftTable[ i ] = 24; -+ shiftTable[ i | 0x100 ] = 24; - - // stay (NaN, Infinity, -Infinity) -+ - } else { -- baseTable[i] = 0x7c00; -- baseTable[i | 0x100] = 0xfc00; -- shiftTable[i] = 13; -- shiftTable[i | 0x100] = 13; -+ -+ baseTable[ i ] = 0x7c00; -+ baseTable[ i | 0x100 ] = 0xfc00; -+ shiftTable[ i ] = 13; -+ shiftTable[ i | 0x100 ] = 13; -+ - } -+ - } - - // float16 to float32 helpers - -- const mantissaTable = new Uint32Array(2048); -- const exponentTable = new Uint32Array(64); -- const offsetTable = new Uint32Array(64); -- for (let i = 1; i < 1024; ++i) { -+ const mantissaTable = new Uint32Array( 2048 ); -+ const exponentTable = new Uint32Array( 64 ); -+ const offsetTable = new Uint32Array( 64 ); -+ -+ for ( let i = 1; i < 1024; ++ i ) { -+ - let m = i << 13; // zero pad mantissa bits - let e = 0; // zero exponent - - // normalized -- while ((m & 0x00800000) === 0) { -+ while ( ( m & 0x00800000 ) === 0 ) { -+ - m <<= 1; - e -= 0x00800000; // decrement exponent -+ - } - -- m &= ~0x00800000; // clear leading 1 bit -+ m &= ~ 0x00800000; // clear leading 1 bit - e += 0x38800000; // adjust bias - -- mantissaTable[i] = m | e; -+ mantissaTable[ i ] = m | e; -+ - } -- for (let i = 1024; i < 2048; ++i) { -- mantissaTable[i] = 0x38000000 + (i - 1024 << 13); -+ -+ for ( let i = 1024; i < 2048; ++ i ) { -+ -+ mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); -+ - } -- for (let i = 1; i < 31; ++i) { -- exponentTable[i] = i << 23; -+ -+ for ( let i = 1; i < 31; ++ i ) { -+ -+ exponentTable[ i ] = i << 23; -+ - } -- exponentTable[31] = 0x47800000; -- exponentTable[32] = 0x80000000; -- for (let i = 33; i < 63; ++i) { -- exponentTable[i] = 0x80000000 + (i - 32 << 23); -+ -+ exponentTable[ 31 ] = 0x47800000; -+ exponentTable[ 32 ] = 0x80000000; -+ -+ for ( let i = 33; i < 63; ++ i ) { -+ -+ exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 ); -+ - } -- exponentTable[63] = 0xc7800000; -- for (let i = 1; i < 64; ++i) { -- if (i !== 32) { -- offsetTable[i] = 1024; -+ -+ exponentTable[ 63 ] = 0xc7800000; -+ -+ for ( let i = 1; i < 64; ++ i ) { -+ -+ if ( i !== 32 ) { -+ -+ offsetTable[ i ] = 1024; -+ - } -+ - } -+ - return { - floatView: floatView, - uint32View: uint32View, -@@ -32056,25 +50313,32 @@ - exponentTable: exponentTable, - offsetTable: offsetTable - }; -+ - } - - // float32 to float16 - -- function toHalfFloat(val) { -- if (Math.abs(val) > 65504) console.warn('THREE.DataUtils.toHalfFloat(): Value out of range.'); -- val = clamp(val, -65504, 65504); -- _tables.floatView[0] = val; -- const f = _tables.uint32View[0]; -- const e = f >> 23 & 0x1ff; -- return _tables.baseTable[e] + ((f & 0x007fffff) >> _tables.shiftTable[e]); -+ function toHalfFloat( val ) { -+ -+ if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' ); -+ -+ val = clamp( val, - 65504, 65504 ); -+ -+ _tables.floatView[ 0 ] = val; -+ const f = _tables.uint32View[ 0 ]; -+ const e = ( f >> 23 ) & 0x1ff; -+ return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] ); -+ - } - - // float16 to float32 - -- function fromHalfFloat(val) { -+ function fromHalfFloat( val ) { -+ - const m = val >> 10; -- _tables.uint32View[0] = _tables.mantissaTable[_tables.offsetTable[m] + (val & 0x3ff)] + _tables.exponentTable[m]; -- return _tables.floatView[0]; -+ _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; -+ return _tables.floatView[ 0 ]; -+ - } - - var DataUtils = /*#__PURE__*/Object.freeze({ -@@ -32086,221 +50350,319 @@ - // r134, d65e0af06644fe5a84a6fc0e372f4318f95a04c0 - - function ImmediateRenderObject() { -- console.error('THREE.ImmediateRenderObject has been removed.'); -+ -+ console.error( 'THREE.ImmediateRenderObject has been removed.' ); -+ - } - - // r138, 48b05d3500acc084df50be9b4c90781ad9b8cb17 - - class WebGLMultisampleRenderTarget extends WebGLRenderTarget { -- constructor(width, height, options) { -- console.error('THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the "samples" property to greater 0 to enable multisampling.'); -- super(width, height, options); -+ -+ constructor( width, height, options ) { -+ -+ console.error( 'THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the "samples" property to greater 0 to enable multisampling.' ); -+ super( width, height, options ); - this.samples = 4; -+ - } -+ - } - - // r138, f9cd9cab03b7b64244e304900a3a2eeaa3a588ce - - class DataTexture2DArray extends DataArrayTexture { -- constructor(data, width, height, depth) { -- console.warn('THREE.DataTexture2DArray has been renamed to DataArrayTexture.'); -- super(data, width, height, depth); -+ -+ constructor( data, width, height, depth ) { -+ -+ console.warn( 'THREE.DataTexture2DArray has been renamed to DataArrayTexture.' ); -+ super( data, width, height, depth ); -+ - } -+ - } - - // r138, f9cd9cab03b7b64244e304900a3a2eeaa3a588ce - - class DataTexture3D extends Data3DTexture { -- constructor(data, width, height, depth) { -- console.warn('THREE.DataTexture3D has been renamed to Data3DTexture.'); -- super(data, width, height, depth); -+ -+ constructor( data, width, height, depth ) { -+ -+ console.warn( 'THREE.DataTexture3D has been renamed to Data3DTexture.' ); -+ super( data, width, height, depth ); -+ - } -+ - } - - // r144 - - class BoxBufferGeometry extends BoxGeometry { -- constructor(width, height, depth, widthSegments, heightSegments, depthSegments) { -- console.warn('THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry.'); -- super(width, height, depth, widthSegments, heightSegments, depthSegments); -+ -+ constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) { -+ -+ console.warn( 'THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry.' ); -+ super( width, height, depth, widthSegments, heightSegments, depthSegments ); -+ -+ - } -+ - } - - // r144 - - class CapsuleBufferGeometry extends CapsuleGeometry { -- constructor(radius, length, capSegments, radialSegments) { -- console.warn('THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry.'); -- super(radius, length, capSegments, radialSegments); -+ -+ constructor( radius, length, capSegments, radialSegments ) { -+ -+ console.warn( 'THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry.' ); -+ super( radius, length, capSegments, radialSegments ); -+ - } -+ - } - - // r144 - - class CircleBufferGeometry extends CircleGeometry { -- constructor(radius, segments, thetaStart, thetaLength) { -- console.warn('THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry.'); -- super(radius, segments, thetaStart, thetaLength); -+ -+ constructor( radius, segments, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry.' ); -+ super( radius, segments, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class ConeBufferGeometry extends ConeGeometry { -- constructor(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { -- console.warn('THREE.ConeBufferGeometry has been renamed to THREE.ConeGeometry.'); -- super(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength); -+ -+ constructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.ConeBufferGeometry has been renamed to THREE.ConeGeometry.' ); -+ super( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class CylinderBufferGeometry extends CylinderGeometry { -- constructor(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { -- console.warn('THREE.CylinderBufferGeometry has been renamed to THREE.CylinderGeometry.'); -- super(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength); -+ -+ constructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.CylinderBufferGeometry has been renamed to THREE.CylinderGeometry.' ); -+ super( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class DodecahedronBufferGeometry extends DodecahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.DodecahedronBufferGeometry has been renamed to THREE.DodecahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.DodecahedronBufferGeometry has been renamed to THREE.DodecahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class ExtrudeBufferGeometry extends ExtrudeGeometry { -- constructor(shapes, options) { -- console.warn('THREE.ExtrudeBufferGeometry has been renamed to THREE.ExtrudeGeometry.'); -- super(shapes, options); -+ -+ constructor( shapes, options ) { -+ -+ console.warn( 'THREE.ExtrudeBufferGeometry has been renamed to THREE.ExtrudeGeometry.' ); -+ super( shapes, options ); -+ - } -+ - } - - // r144 - - class IcosahedronBufferGeometry extends IcosahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.IcosahedronBufferGeometry has been renamed to THREE.IcosahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.IcosahedronBufferGeometry has been renamed to THREE.IcosahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class LatheBufferGeometry extends LatheGeometry { -- constructor(points, segments, phiStart, phiLength) { -- console.warn('THREE.LatheBufferGeometry has been renamed to THREE.LatheGeometry.'); -- super(points, segments, phiStart, phiLength); -+ -+ constructor( points, segments, phiStart, phiLength ) { -+ -+ console.warn( 'THREE.LatheBufferGeometry has been renamed to THREE.LatheGeometry.' ); -+ super( points, segments, phiStart, phiLength ); -+ - } -+ - } - - // r144 - - class OctahedronBufferGeometry extends OctahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.OctahedronBufferGeometry has been renamed to THREE.OctahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.OctahedronBufferGeometry has been renamed to THREE.OctahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class PlaneBufferGeometry extends PlaneGeometry { -- constructor(width, height, widthSegments, heightSegments) { -- console.warn('THREE.PlaneBufferGeometry has been renamed to THREE.PlaneGeometry.'); -- super(width, height, widthSegments, heightSegments); -+ -+ constructor( width, height, widthSegments, heightSegments ) { -+ -+ console.warn( 'THREE.PlaneBufferGeometry has been renamed to THREE.PlaneGeometry.' ); -+ super( width, height, widthSegments, heightSegments ); -+ - } -+ - } - - // r144 - - class PolyhedronBufferGeometry extends PolyhedronGeometry { -- constructor(vertices, indices, radius, detail) { -- console.warn('THREE.PolyhedronBufferGeometry has been renamed to THREE.PolyhedronGeometry.'); -- super(vertices, indices, radius, detail); -+ -+ constructor( vertices, indices, radius, detail ) { -+ -+ console.warn( 'THREE.PolyhedronBufferGeometry has been renamed to THREE.PolyhedronGeometry.' ); -+ super( vertices, indices, radius, detail ); -+ - } -+ - } - - // r144 - - class RingBufferGeometry extends RingGeometry { -- constructor(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) { -- console.warn('THREE.RingBufferGeometry has been renamed to THREE.RingGeometry.'); -- super(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength); -+ -+ constructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.RingBufferGeometry has been renamed to THREE.RingGeometry.' ); -+ super( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class ShapeBufferGeometry extends ShapeGeometry { -- constructor(shapes, curveSegments) { -- console.warn('THREE.ShapeBufferGeometry has been renamed to THREE.ShapeGeometry.'); -- super(shapes, curveSegments); -+ -+ constructor( shapes, curveSegments ) { -+ -+ console.warn( 'THREE.ShapeBufferGeometry has been renamed to THREE.ShapeGeometry.' ); -+ super( shapes, curveSegments ); -+ - } -+ - } - - // r144 - - class SphereBufferGeometry extends SphereGeometry { -- constructor(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) { -- console.warn('THREE.SphereBufferGeometry has been renamed to THREE.SphereGeometry.'); -- super(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength); -+ -+ constructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { -+ -+ console.warn( 'THREE.SphereBufferGeometry has been renamed to THREE.SphereGeometry.' ); -+ super( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ); -+ - } -+ - } - - // r144 - - class TetrahedronBufferGeometry extends TetrahedronGeometry { -- constructor(radius, detail) { -- console.warn('THREE.TetrahedronBufferGeometry has been renamed to THREE.TetrahedronGeometry.'); -- super(radius, detail); -+ -+ constructor( radius, detail ) { -+ -+ console.warn( 'THREE.TetrahedronBufferGeometry has been renamed to THREE.TetrahedronGeometry.' ); -+ super( radius, detail ); -+ - } -+ - } - - // r144 - - class TorusBufferGeometry extends TorusGeometry { -- constructor(radius, tube, radialSegments, tubularSegments, arc) { -- console.warn('THREE.TorusBufferGeometry has been renamed to THREE.TorusGeometry.'); -- super(radius, tube, radialSegments, tubularSegments, arc); -+ -+ constructor( radius, tube, radialSegments, tubularSegments, arc ) { -+ -+ console.warn( 'THREE.TorusBufferGeometry has been renamed to THREE.TorusGeometry.' ); -+ super( radius, tube, radialSegments, tubularSegments, arc ); -+ - } -+ - } - - // r144 - - class TorusKnotBufferGeometry extends TorusKnotGeometry { -- constructor(radius, tube, tubularSegments, radialSegments, p, q) { -- console.warn('THREE.TorusKnotBufferGeometry has been renamed to THREE.TorusKnotGeometry.'); -- super(radius, tube, tubularSegments, radialSegments, p, q); -+ -+ constructor( radius, tube, tubularSegments, radialSegments, p, q ) { -+ -+ console.warn( 'THREE.TorusKnotBufferGeometry has been renamed to THREE.TorusKnotGeometry.' ); -+ super( radius, tube, tubularSegments, radialSegments, p, q ); -+ - } -+ - } - - // r144 - - class TubeBufferGeometry extends TubeGeometry { -- constructor(path, tubularSegments, radius, radialSegments, closed) { -- console.warn('THREE.TubeBufferGeometry has been renamed to THREE.TubeGeometry.'); -- super(path, tubularSegments, radius, radialSegments, closed); -+ -+ constructor( path, tubularSegments, radius, radialSegments, closed ) { -+ -+ console.warn( 'THREE.TubeBufferGeometry has been renamed to THREE.TubeGeometry.' ); -+ super( path, tubularSegments, radius, radialSegments, closed ); -+ - } -+ - } - -- if (typeof __THREE_DEVTOOLS__ !== 'undefined') { -- __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', { -- detail: { -- revision: REVISION -- } -- })); -+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { -+ -+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { -+ revision: REVISION, -+ } } ) ); -+ - } -- if (typeof window !== 'undefined') { -- if (window.__THREE__) { -- console.warn('WARNING: Multiple instances of Three.js being imported.'); -+ -+ if ( typeof window !== 'undefined' ) { -+ -+ if ( window.__THREE__ ) { -+ -+ console.warn( 'WARNING: Multiple instances of Three.js being imported.' ); -+ - } else { -+ - window.__THREE__ = REVISION; -+ - } -+ - } - - exports.ACESFilmicToneMapping = ACESFilmicToneMapping; -@@ -32572,6 +50934,8 @@ - exports.Quaternion = Quaternion; - exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; - exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; -+ exports.RED_GREEN_RGTC2_Format = RED_GREEN_RGTC2_Format; -+ exports.RED_RGTC1_Format = RED_RGTC1_Format; - exports.REVISION = REVISION; - exports.RGBADepthPacking = RGBADepthPacking; - exports.RGBAFormat = RGBAFormat; -@@ -32617,6 +50981,8 @@ - exports.ReverseSubtractEquation = ReverseSubtractEquation; - exports.RingBufferGeometry = RingBufferGeometry; - exports.RingGeometry = RingGeometry; -+ exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format; -+ exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format; - exports.SRGBColorSpace = SRGBColorSpace; - exports.Scene = Scene; - exports.ShaderChunk = ShaderChunk; -@@ -32700,6 +51066,7 @@ - exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget; - exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets; - exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget; -+ exports.WebGLMultiviewRenderTarget = WebGLMultiviewRenderTarget; - exports.WebGLRenderTarget = WebGLRenderTarget; - exports.WebGLRenderer = WebGLRenderer; - exports.WebGLUtils = WebGLUtils; -@@ -32712,6 +51079,4 @@ - exports._SRGBAFormat = _SRGBAFormat; - exports.sRGBEncoding = sRGBEncoding; - -- Object.defineProperty(exports, '__esModule', { value: true }); -- - })); -diff --git a/node_modules/three/build/three.min.js b/node_modules/three/build/three.min.js -index c3724c3..d0785aa 100644 ---- a/node_modules/three/build/three.min.js -+++ b/node_modules/three/build/three.min.js -@@ -1,6 +1,6 @@ - /** - * @license -- * Copyright 2010-2022 Three.js Authors -+ * Copyright 2010-2023 Three.js Authors - * SPDX-License-Identifier: MIT - */ --!function(t,e){"object"==typeof exports&&"undefined"!=typeof module?e(exports):"function"==typeof define&&define.amd?define(["exports"],e):e((t="undefined"!=typeof globalThis?globalThis:t||self).THREE={})}(this,(function(t){"use strict";const 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this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y;return e*e+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const i=Math.cos(e),n=Math.sin(e),r=this.x-t.x,s=this.y-t.y;return this.x=r*i-s*n+t.x,this.y=r*n+s*i+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class Rt{constructor(){Rt.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1]}set(t,e,i,n,r,s,a,o,l){const c=this.elements;return c[0]=t,c[1]=n,c[2]=a,c[3]=e,c[4]=r,c[5]=o,c[6]=i,c[7]=s,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],this}extractBasis(t,e,i){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),i.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[3],o=i[6],l=i[1],c=i[4],h=i[7],u=i[2],d=i[5],p=i[8],m=n[0],f=n[3],g=n[6],v=n[1],x=n[4],_=n[7],y=n[2],M=n[5],b=n[8];return r[0]=s*m+a*v+o*y,r[3]=s*f+a*x+o*M,r[6]=s*g+a*_+o*b,r[1]=l*m+c*v+h*y,r[4]=l*f+c*x+h*M,r[7]=l*g+c*_+h*b,r[2]=u*m+d*v+p*y,r[5]=u*f+d*x+p*M,r[8]=u*g+d*_+p*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-i*r*c+i*a*o+n*r*l-n*s*o}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+i*u+n*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const m=1/p;return t[0]=h*m,t[1]=(n*l-c*i)*m,t[2]=(a*i-n*s)*m,t[3]=u*m,t[4]=(c*e-n*o)*m,t[5]=(n*r-a*e)*m,t[6]=d*m,t[7]=(i*o-l*e)*m,t[8]=(s*e-i*r)*m,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,i,n,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(i*o,i*l,-i*(o*s+l*a)+s+t,-n*l,n*o,-n*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){return this.premultiply(Pt.makeScale(t,e)),this}rotate(t){return this.premultiply(Pt.makeRotation(-t)),this}translate(t,e){return this.premultiply(Pt.makeTranslation(t,e)),this}makeTranslation(t,e){return this.set(1,0,t,0,1,e,0,0,1),this}makeRotation(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,i,e,0,0,0,1),this}makeScale(t,e){return this.set(t,0,0,0,e,0,0,0,1),this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<9;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<9;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}const Pt=new Rt;function It(t){for(let e=t.length-1;e>=0;--e)if(t[e]>=65535)return!0;return!1}const Dt={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function Nt(t,e){return new Dt[t](e)}function Ot(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)}function zt(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function Ut(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}const Bt={[lt]:{[ct]:zt},[ct]:{[lt]:Ut}},Ft={legacyMode:!0,get workingColorSpace(){return ct},set workingColorSpace(t){console.warn("THREE.ColorManagement: .workingColorSpace is readonly.")},convert:function(t,e,i){if(this.legacyMode||e===i||!e||!i)return t;if(Bt[e]&&void 0!==Bt[e][i]){const n=Bt[e][i];return t.r=n(t.r),t.g=n(t.g),t.b=n(t.b),t}throw new Error("Unsupported color space conversion.")},fromWorkingColorSpace:function(t,e){return this.convert(t,this.workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this.workingColorSpace)}},kt={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Gt={r:0,g:0,b:0},Vt={h:0,s:0,l:0},Ht={h:0,s:0,l:0};function Wt(t,e,i){return i<0&&(i+=1),i>1&&(i-=1),i<1/6?t+6*(e-t)*i:i<.5?e:i<2/3?t+6*(e-t)*(2/3-i):t}function jt(t,e){return e.r=t.r,e.g=t.g,e.b=t.b,e}class qt{constructor(t,e,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===e&&void 0===i?this.set(t):this.setRGB(t,e,i)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=lt){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,Ft.toWorkingColorSpace(this,e),this}setRGB(t,e,i,n=Ft.workingColorSpace){return this.r=t,this.g=e,this.b=i,Ft.toWorkingColorSpace(this,n),this}setHSL(t,e,i,n=Ft.workingColorSpace){if(t=Mt(t,1),e=yt(e,0,1),i=yt(i,0,1),0===e)this.r=this.g=this.b=i;else{const n=i<=.5?i*(1+e):i+e-i*e,r=2*i-n;this.r=Wt(r,n,t+1/3),this.g=Wt(r,n,t),this.b=Wt(r,n,t-1/3)}return Ft.toWorkingColorSpace(this,n),this}setStyle(t,e=lt){function i(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const r=n[1],s=n[2];switch(r){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,Ft.toWorkingColorSpace(this,e),i(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,Ft.toWorkingColorSpace(this,e),i(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s)){const n=parseFloat(t[1])/360,r=parseFloat(t[2])/100,s=parseFloat(t[3])/100;return i(t[4]),this.setHSL(n,r,s,e)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],i=t.length;if(3===i)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,Ft.toWorkingColorSpace(this,e),this;if(6===i)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,Ft.toWorkingColorSpace(this,e),this}return t&&t.length>0?this.setColorName(t,e):this}setColorName(t,e=lt){const i=kt[t.toLowerCase()];return void 0!==i?this.setHex(i,e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copySRGBToLinear(t){return this.r=zt(t.r),this.g=zt(t.g),this.b=zt(t.b),this}copyLinearToSRGB(t){return this.r=Ut(t.r),this.g=Ut(t.g),this.b=Ut(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=lt){return Ft.fromWorkingColorSpace(jt(this,Gt),t),yt(255*Gt.r,0,255)<<16^yt(255*Gt.g,0,255)<<8^yt(255*Gt.b,0,255)<<0}getHexString(t=lt){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=Ft.workingColorSpace){Ft.fromWorkingColorSpace(jt(this,Gt),e);const i=Gt.r,n=Gt.g,r=Gt.b,s=Math.max(i,n,r),a=Math.min(i,n,r);let o,l;const c=(a+s)/2;if(a===s)o=0,l=0;else{const t=s-a;switch(l=c<=.5?t/(s+a):t/(2-s-a),s){case i:o=(n-r)/t+(n2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=Ot("canvas");e.width=t.width,e.height=t.height;const i=e.getContext("2d");i.drawImage(t,0,0,t.width,t.height);const n=i.getImageData(0,0,t.width,t.height),r=n.data;for(let t=0;t0&&(i.userData=this.userData),e||(t.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==n)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case c:t.x=t.x-Math.floor(t.x);break;case h:t.x=t.x<0?0:1;break;case u:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case c:t.y=t.y-Math.floor(t.y);break;case h:t.y=t.y<0?0:1;break;case u:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}}$t.DEFAULT_IMAGE=null,$t.DEFAULT_MAPPING=n,$t.DEFAULT_ANISOTROPY=1;class Qt{constructor(t=0,e=0,i=0,n=1){Qt.prototype.isVector4=!0,this.x=t,this.y=e,this.z=i,this.w=n}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,i,n){return this.x=t,this.y=e,this.z=i,this.w=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){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: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*i+s[8]*n+s[12]*r,this.y=s[1]*e+s[5]*i+s[9]*n+s[13]*r,this.z=s[2]*e+s[6]*i+s[10]*n+s[14]*r,this.w=s[3]*e+s[7]*i+s[11]*n+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,i,n,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],m=o[2],f=o[6],g=o[10];if(Math.abs(c-u)o&&t>v?tv?o=0?1:-1,n=1-e*e;if(n>Number.EPSILON){const r=Math.sqrt(n),s=Math.atan2(r,e*i);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*i;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+m*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,i,n,r,s){const a=i[n],o=i[n+1],l=i[n+2],c=i[n+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,i,n){return this._x=t,this._y=e,this._z=i,this._w=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){const i=t._x,n=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(i/2),c=a(n/2),h=a(r/2),u=o(i/2),d=o(n/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const i=e/2,n=Math.sin(i);return this._x=t.x*n,this._y=t.y*n,this._z=t.z*n,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,i=e[0],n=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=i+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-n)*t}else if(i>a&&i>h){const t=2*Math.sqrt(1+i-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(n+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-i-h);this._w=(r-l)/t,this._x=(n+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-i-a);this._w=(s-n)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let i=t.dot(e)+1;return iMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=i):(this._x=0,this._y=-t.z,this._z=t.y,this._w=i)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=i),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(yt(this.dot(t),-1,1)))}rotateTowards(t,e){const i=this.angleTo(t);if(0===i)return this;const n=Math.min(1,e/i);return this.slerp(t,n),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t){return this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const i=t._x,n=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=i*c+s*a+n*l-r*o,this._y=n*c+s*o+r*a-i*l,this._z=r*c+s*l+i*o-n*a,this._w=s*c-i*a-n*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const i=this._x,n=this._y,r=this._z,s=this._w;let a=s*t._w+i*t._x+n*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=i,this._y=n,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*i+e*this._x,this._y=t*n+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=i*h+this._x*u,this._y=n*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,i){return this.copy(t).slerp(e,i)}random(){const t=Math.random(),e=Math.sqrt(1-t),i=Math.sqrt(t),n=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(e*Math.cos(n),i*Math.sin(r),i*Math.cos(r),e*Math.sin(n))}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class re{constructor(t=0,e=0,i=0){re.prototype.isVector3=!0,this.x=t,this.y=e,this.z=i}set(t,e,i){return void 0===i&&(i=this.z),this.x=t,this.y=e,this.z=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return this.applyQuaternion(ae.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(ae.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[3]*i+r[6]*n,this.y=r[1]*e+r[4]*i+r[7]*n,this.z=r[2]*e+r[5]*i+r[8]*n,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=t.elements,s=1/(r[3]*e+r[7]*i+r[11]*n+r[15]);return this.x=(r[0]*e+r[4]*i+r[8]*n+r[12])*s,this.y=(r[1]*e+r[5]*i+r[9]*n+r[13])*s,this.z=(r[2]*e+r[6]*i+r[10]*n+r[14])*s,this}applyQuaternion(t){const e=this.x,i=this.y,n=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*n-a*i,c=o*i+a*e-r*n,h=o*n+r*i-s*e,u=-r*e-s*i-a*n;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[4]*i+r[8]*n,this.y=r[1]*e+r[5]*i+r[9]*n,this.z=r[2]*e+r[6]*i+r[10]*n,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return 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}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this.z=t.z+(e.z-t.z)*i,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const i=t.x,n=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=n*o-r*a,this.y=r*s-i*o,this.z=i*a-n*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const i=t.dot(this)/e;return this.copy(t).multiplyScalar(i)}projectOnPlane(t){return se.copy(this).projectOnVector(t),this.sub(se)}reflect(t){return this.sub(se.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const i=this.dot(t)/e;return Math.acos(yt(i,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y,n=this.z-t.z;return e*e+i*i+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,i){const n=Math.sin(e)*t;return this.x=n*Math.sin(i),this.y=Math.cos(e)*t,this.z=n*Math.cos(i),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,i){return this.x=t*Math.sin(e),this.y=i,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),i=this.setFromMatrixColumn(t,1).length(),n=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=i,this.z=n,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,i=Math.sqrt(1-t**2);return this.x=i*Math.cos(e),this.y=i*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const se=new re,ae=new ne;class oe{constructor(t=new re(1/0,1/0,1/0),e=new re(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.length;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,i=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,ce),ce.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,i;return t.normal.x>0?(e=t.normal.x*this.min.x,i=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,i=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,i+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,i+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,i+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,i+=t.normal.z*this.min.z),e<=-t.constant&&i>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(ve),xe.subVectors(this.max,ve),ue.subVectors(t.a,ve),de.subVectors(t.b,ve),pe.subVectors(t.c,ve),me.subVectors(de,ue),fe.subVectors(pe,de),ge.subVectors(ue,pe);let e=[0,-me.z,me.y,0,-fe.z,fe.y,0,-ge.z,ge.y,me.z,0,-me.x,fe.z,0,-fe.x,ge.z,0,-ge.x,-me.y,me.x,0,-fe.y,fe.x,0,-ge.y,ge.x,0];return!!Me(e,ue,de,pe,xe)&&(e=[1,0,0,0,1,0,0,0,1],!!Me(e,ue,de,pe,xe)&&(_e.crossVectors(me,fe),e=[_e.x,_e.y,_e.z],Me(e,ue,de,pe,xe)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return ce.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return this.getCenter(t.center),t.radius=.5*this.getSize(ce).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(le[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),le[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),le[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),le[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),le[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),le[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),le[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),le[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(le)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const le=[new re,new re,new re,new re,new re,new re,new re,new re],ce=new re,he=new oe,ue=new re,de=new re,pe=new re,me=new re,fe=new re,ge=new re,ve=new re,xe=new re,_e=new re,ye=new re;function Me(t,e,i,n,r){for(let s=0,a=t.length-3;s<=a;s+=3){ye.fromArray(t,s);const a=r.x*Math.abs(ye.x)+r.y*Math.abs(ye.y)+r.z*Math.abs(ye.z),o=e.dot(ye),l=i.dot(ye),c=n.dot(ye);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const be=new oe,Se=new re,we=new re;class Te{constructor(t=new re,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const i=this.center;void 0!==e?i.copy(e):be.setFromPoints(t).getCenter(i);let n=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){if(this.isEmpty())return this.center.copy(t),this.radius=0,this;Se.subVectors(t,this.center);const e=Se.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),i=.5*(t-this.radius);this.center.addScaledVector(Se,i/t),this.radius+=i}return this}union(t){return t.isEmpty()?this:this.isEmpty()?(this.copy(t),this):(!0===this.center.equals(t.center)?this.radius=Math.max(this.radius,t.radius):(we.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(Se.copy(t.center).add(we)),this.expandByPoint(Se.copy(t.center).sub(we))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Ae=new re,Ee=new re,Ce=new re,Le=new re,Re=new re,Pe=new re,Ie=new re;class De{constructor(t=new re,e=new re(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Ae)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const i=e.dot(this.direction);return i<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(i).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Ae.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Ae.copy(this.direction).multiplyScalar(e).add(this.origin),Ae.distanceToSquared(t))}distanceSqToSegment(t,e,i,n){Ee.copy(t).add(e).multiplyScalar(.5),Ce.copy(e).sub(t).normalize(),Le.copy(this.origin).sub(Ee);const r=.5*t.distanceTo(e),s=-this.direction.dot(Ce),a=Le.dot(this.direction),o=-Le.dot(Ce),l=Le.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return i&&i.copy(this.direction).multiplyScalar(h).add(this.origin),n&&n.copy(Ce).multiplyScalar(u).add(Ee),d}intersectSphere(t,e){Ae.subVectors(t.center,this.origin);const i=Ae.dot(this.direction),n=Ae.dot(Ae)-i*i,r=t.radius*t.radius;if(n>r)return null;const s=Math.sqrt(r-n),a=i-s,o=i+s;return a<0&&o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const i=-(this.origin.dot(t.normal)+t.constant)/e;return i>=0?i:null}intersectPlane(t,e){const i=this.distanceToPlane(t);return null===i?null:this.at(i,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let i,n,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(i=(t.min.x-u.x)*l,n=(t.max.x-u.x)*l):(i=(t.max.x-u.x)*l,n=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),i>s||r>n?null:((r>i||isNaN(i))&&(i=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),i>o||a>n?null:((a>i||i!=i)&&(i=a),(o=0?i:n,e)))}intersectsBox(t){return null!==this.intersectBox(t,Ae)}intersectTriangle(t,e,i,n,r){Re.subVectors(e,t),Pe.subVectors(i,t),Ie.crossVectors(Re,Pe);let s,a=this.direction.dot(Ie);if(a>0){if(n)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}Le.subVectors(this.origin,t);const o=s*this.direction.dot(Pe.crossVectors(Le,Pe));if(o<0)return null;const l=s*this.direction.dot(Re.cross(Le));if(l<0)return null;if(o+l>a)return null;const c=-s*Le.dot(Ie);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Ne{constructor(){Ne.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}set(t,e,i,n,r,s,a,o,l,c,h,u,d,p,m,f){const g=this.elements;return g[0]=t,g[4]=e,g[8]=i,g[12]=n,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=m,g[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new Ne).fromArray(this.elements)}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],e[9]=i[9],e[10]=i[10],e[11]=i[11],e[12]=i[12],e[13]=i[13],e[14]=i[14],e[15]=i[15],this}copyPosition(t){const e=this.elements,i=t.elements;return e[12]=i[12],e[13]=i[13],e[14]=i[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,i){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(t,e,i){return this.set(t.x,e.x,i.x,0,t.y,e.y,i.y,0,t.z,e.z,i.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,i=t.elements,n=1/Oe.setFromMatrixColumn(t,0).length(),r=1/Oe.setFromMatrixColumn(t,1).length(),s=1/Oe.setFromMatrixColumn(t,2).length();return e[0]=i[0]*n,e[1]=i[1]*n,e[2]=i[2]*n,e[3]=0,e[4]=i[4]*r,e[5]=i[5]*r,e[6]=i[6]*r,e[7]=0,e[8]=i[8]*s,e[9]=i[9]*s,e[10]=i[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,i=t.x,n=t.y,r=t.z,s=Math.cos(i),a=Math.sin(i),o=Math.cos(n),l=Math.sin(n),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=i+n*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=n+i*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t+r*a,e[4]=n*a-i,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=i*a-n,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=n+i*a,e[1]=i+n*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=n*l-i,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=i*l-n,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=n*h+i,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=i*h+n,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=i*h-n,e[2]=n*h-i,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(Ue,t,Be)}lookAt(t,e,i){const n=this.elements;return Ge.subVectors(t,e),0===Ge.lengthSq()&&(Ge.z=1),Ge.normalize(),Fe.crossVectors(i,Ge),0===Fe.lengthSq()&&(1===Math.abs(i.z)?Ge.x+=1e-4:Ge.z+=1e-4,Ge.normalize(),Fe.crossVectors(i,Ge)),Fe.normalize(),ke.crossVectors(Ge,Fe),n[0]=Fe.x,n[4]=ke.x,n[8]=Ge.x,n[1]=Fe.y,n[5]=ke.y,n[9]=Ge.y,n[2]=Fe.z,n[6]=ke.z,n[10]=Ge.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[4],o=i[8],l=i[12],c=i[1],h=i[5],u=i[9],d=i[13],p=i[2],m=i[6],f=i[10],g=i[14],v=i[3],x=i[7],_=i[11],y=i[15],M=n[0],b=n[4],S=n[8],w=n[12],T=n[1],A=n[5],E=n[9],C=n[13],L=n[2],R=n[6],P=n[10],I=n[14],D=n[3],N=n[7],O=n[11],z=n[15];return r[0]=s*M+a*T+o*L+l*D,r[4]=s*b+a*A+o*R+l*N,r[8]=s*S+a*E+o*P+l*O,r[12]=s*w+a*C+o*I+l*z,r[1]=c*M+h*T+u*L+d*D,r[5]=c*b+h*A+u*R+d*N,r[9]=c*S+h*E+u*P+d*O,r[13]=c*w+h*C+u*I+d*z,r[2]=p*M+m*T+f*L+g*D,r[6]=p*b+m*A+f*R+g*N,r[10]=p*S+m*E+f*P+g*O,r[14]=p*w+m*C+f*I+g*z,r[3]=v*M+x*T+_*L+y*D,r[7]=v*b+x*A+_*R+y*N,r[11]=v*S+x*E+_*P+y*O,r[15]=v*w+x*C+_*I+y*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[4],n=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-n*l*h-r*a*u+i*l*u+n*a*d-i*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-n*s*d+n*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+i*s*d+r*a*c-i*l*c)+t[15]*(-n*a*c-e*o*h+e*a*u+n*s*h-i*s*u+i*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,i){const n=this.elements;return t.isVector3?(n[12]=t.x,n[13]=t.y,n[14]=t.z):(n[12]=t,n[13]=e,n[14]=i),this}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],g=t[15],v=h*f*l-m*u*l+m*o*d-a*f*d-h*o*g+a*u*g,x=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,_=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,y=p*h*o-c*m*o-p*a*u+s*m*u+c*a*f-s*h*f,M=e*v+i*x+n*_+r*y;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/M;return t[0]=v*b,t[1]=(m*u*r-h*f*r-m*n*d+i*f*d+h*n*g-i*u*g)*b,t[2]=(a*f*r-m*o*r+m*n*l-i*f*l-a*n*g+i*o*g)*b,t[3]=(h*o*r-a*u*r-h*n*l+i*u*l+a*n*d-i*o*d)*b,t[4]=x*b,t[5]=(c*f*r-p*u*r+p*n*d-e*f*d-c*n*g+e*u*g)*b,t[6]=(p*o*r-s*f*r-p*n*l+e*f*l+s*n*g-e*o*g)*b,t[7]=(s*u*r-c*o*r+c*n*l-e*u*l-s*n*d+e*o*d)*b,t[8]=_*b,t[9]=(p*h*r-c*m*r-p*i*d+e*m*d+c*i*g-e*h*g)*b,t[10]=(s*m*r-p*a*r+p*i*l-e*m*l-s*i*g+e*a*g)*b,t[11]=(c*a*r-s*h*r-c*i*l+e*h*l+s*i*d-e*a*d)*b,t[12]=y*b,t[13]=(c*m*n-p*h*n+p*i*u-e*m*u-c*i*f+e*h*f)*b,t[14]=(p*a*n-s*m*n-p*i*o+e*m*o+s*i*f-e*a*f)*b,t[15]=(s*h*n-c*a*n+c*i*o-e*h*o-s*i*u+e*a*u)*b,this}scale(t){const e=this.elements,i=t.x,n=t.y,r=t.z;return e[0]*=i,e[4]*=n,e[8]*=r,e[1]*=i,e[5]*=n,e[9]*=r,e[2]*=i,e[6]*=n,e[10]*=r,e[3]*=i,e[7]*=n,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],i=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],n=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,i,n))}makeTranslation(t,e,i){return this.set(1,0,0,t,0,1,0,e,0,0,1,i,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),i=Math.sin(t);return this.set(1,0,0,0,0,e,-i,0,0,i,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,0,i,0,0,1,0,0,-i,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,0,i,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const i=Math.cos(e),n=Math.sin(e),r=1-i,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+i,l*a-n*o,l*o+n*a,0,l*a+n*o,c*a+i,c*o-n*s,0,l*o-n*a,c*o+n*s,r*o*o+i,0,0,0,0,1),this}makeScale(t,e,i){return this.set(t,0,0,0,0,e,0,0,0,0,i,0,0,0,0,1),this}makeShear(t,e,i,n,r,s){return this.set(1,i,r,0,t,1,s,0,e,n,1,0,0,0,0,1),this}compose(t,e,i){const n=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,m=s*c,f=s*h,g=a*h,v=o*l,x=o*c,_=o*h,y=i.x,M=i.y,b=i.z;return n[0]=(1-(m+g))*y,n[1]=(d+_)*y,n[2]=(p-x)*y,n[3]=0,n[4]=(d-_)*M,n[5]=(1-(u+g))*M,n[6]=(f+v)*M,n[7]=0,n[8]=(p+x)*b,n[9]=(f-v)*b,n[10]=(1-(u+m))*b,n[11]=0,n[12]=t.x,n[13]=t.y,n[14]=t.z,n[15]=1,this}decompose(t,e,i){const n=this.elements;let r=Oe.set(n[0],n[1],n[2]).length();const s=Oe.set(n[4],n[5],n[6]).length(),a=Oe.set(n[8],n[9],n[10]).length();this.determinant()<0&&(r=-r),t.x=n[12],t.y=n[13],t.z=n[14],ze.copy(this);const o=1/r,l=1/s,c=1/a;return ze.elements[0]*=o,ze.elements[1]*=o,ze.elements[2]*=o,ze.elements[4]*=l,ze.elements[5]*=l,ze.elements[6]*=l,ze.elements[8]*=c,ze.elements[9]*=c,ze.elements[10]*=c,e.setFromRotationMatrix(ze),i.x=r,i.y=s,i.z=a,this}makePerspective(t,e,i,n,r,s){const a=this.elements,o=2*r/(e-t),l=2*r/(i-n),c=(e+t)/(e-t),h=(i+n)/(i-n),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,i,n,r,s){const a=this.elements,o=1/(e-t),l=1/(i-n),c=1/(s-r),h=(e+t)*o,u=(i+n)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<16;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<16;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t[e+9]=i[9],t[e+10]=i[10],t[e+11]=i[11],t[e+12]=i[12],t[e+13]=i[13],t[e+14]=i[14],t[e+15]=i[15],t}}const Oe=new re,ze=new Ne,Ue=new re(0,0,0),Be=new re(1,1,1),Fe=new re,ke=new re,Ge=new re,Ve=new Ne,He=new ne;class We{constructor(t=0,e=0,i=0,n=We.DefaultOrder){this.isEuler=!0,this._x=t,this._y=e,this._z=i,this._order=n}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,i,n=this._order){return this._x=t,this._y=e,this._z=i,this._order=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,i=!0){const n=t.elements,r=n[0],s=n[4],a=n[8],o=n[1],l=n[5],c=n[9],h=n[2],u=n[6],d=n[10];switch(e){case"XYZ":this._y=Math.asin(yt(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-yt(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(yt(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-yt(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(yt(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-yt(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===i&&this._onChangeCallback(),this}setFromQuaternion(t,e,i){return Ve.makeRotationFromQuaternion(t),this.setFromRotationMatrix(Ve,e,i)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return He.setFromEuler(this),this.setFromQuaternion(He,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}toVector3(){console.error("THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead")}}We.DefaultOrder="XYZ",We.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class je{constructor(){this.mask=1}set(t){this.mask=(1<>>0}enable(t){this.mask|=1<1){for(let t=0;t1){for(let t=0;t0&&(i=i.concat(r))}return i}getWorldPosition(t){return this.updateWorldMatrix(!0,!1),t.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(Ke,t,$e),t}getWorldScale(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(Ke,Qe,t),t}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()}raycast(){}traverse(t){t(this);const e=this.children;for(let i=0,n=e.length;i0&&(n.userData=this.userData),n.layers=this.layers.mask,n.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(n.matrixAutoUpdate=!1),this.isInstancedMesh&&(n.type="InstancedMesh",n.count=this.count,n.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(n.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?n.background=this.background.toJSON():this.background.isTexture&&(n.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(n.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){n.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const i=e.shapes;if(Array.isArray(i))for(let e=0,n=i.length;e0){n.children=[];for(let e=0;e0){n.animations=[];for(let e=0;e0&&(i.geometries=e),n.length>0&&(i.materials=n),r.length>0&&(i.textures=r),a.length>0&&(i.images=a),o.length>0&&(i.shapes=o),l.length>0&&(i.skeletons=l),c.length>0&&(i.animations=c),h.length>0&&(i.nodes=h)}return i.object=n,i;function s(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?n.multiplyScalar(1/Math.sqrt(r)):n.set(0,0,0)}static getBarycoord(t,e,i,n,r){ai.subVectors(n,e),oi.subVectors(i,e),li.subVectors(t,e);const s=ai.dot(ai),a=ai.dot(oi),o=ai.dot(li),l=oi.dot(oi),c=oi.dot(li),h=s*l-a*a;if(0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,i,n){return this.getBarycoord(t,e,i,n,ci),ci.x>=0&&ci.y>=0&&ci.x+ci.y<=1}static getUV(t,e,i,n,r,s,a,o){return this.getBarycoord(t,e,i,n,ci),o.set(0,0),o.addScaledVector(r,ci.x),o.addScaledVector(s,ci.y),o.addScaledVector(a,ci.z),o}static isFrontFacing(t,e,i,n){return ai.subVectors(i,e),oi.subVectors(t,e),ai.cross(oi).dot(n)<0}set(t,e,i){return this.a.copy(t),this.b.copy(e),this.c.copy(i),this}setFromPointsAndIndices(t,e,i,n){return this.a.copy(t[e]),this.b.copy(t[i]),this.c.copy(t[n]),this}setFromAttributeAndIndices(t,e,i,n){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,i),this.c.fromBufferAttribute(t,n),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return ai.subVectors(this.c,this.b),oi.subVectors(this.a,this.b),.5*ai.cross(oi).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return gi.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return gi.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,i,n,r){return gi.getUV(t,this.a,this.b,this.c,e,i,n,r)}containsPoint(t){return gi.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return gi.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const i=this.a,n=this.b,r=this.c;let s,a;hi.subVectors(n,i),ui.subVectors(r,i),pi.subVectors(t,i);const o=hi.dot(pi),l=ui.dot(pi);if(o<=0&&l<=0)return e.copy(i);mi.subVectors(t,n);const c=hi.dot(mi),h=ui.dot(mi);if(c>=0&&h<=c)return e.copy(n);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(i).addScaledVector(hi,s);fi.subVectors(t,r);const d=hi.dot(fi),p=ui.dot(fi);if(p>=0&&d<=p)return e.copy(r);const m=d*l-o*p;if(m<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(i).addScaledVector(ui,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return di.subVectors(r,n),a=(h-c)/(h-c+(d-p)),e.copy(n).addScaledVector(di,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(i).addScaledVector(hi,s).addScaledVector(ui,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let vi=0;class xi extends mt{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:vi++}),this.uuid=_t(),this.name="",this.type="Material",this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=i,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=ht,this.stencilZFail=ht,this.stencilZPass=ht,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(t){this._alphaTest>0!=t>0&&this.version++,this._alphaTest=t}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const i=t[e];if(void 0===i){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}const n=this[e];void 0!==n?n&&n.isColor?n.set(i):n&&n.isVector3&&i&&i.isVector3?n.copy(i):this[e]=i:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const i={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function n(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}if(i.uuid=this.uuid,i.type=this.type,""!==this.name&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),void 0!==this.roughness&&(i.roughness=this.roughness),void 0!==this.metalness&&(i.metalness=this.metalness),void 0!==this.sheen&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(i.shininess=this.shininess),void 0!==this.clearcoat&&(i.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(i.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(i.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(t).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(t).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(t).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(t).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(t).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(i.combine=this.combine)),void 0!==this.envMapIntensity&&(i.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(i.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(i.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(i.size=this.size),null!==this.shadowSide&&(i.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(i.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(i.blending=this.blending),0!==this.side&&(i.side=this.side),this.vertexColors&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),!0===this.transparent&&(i.transparent=this.transparent),i.depthFunc=this.depthFunc,i.depthTest=this.depthTest,i.depthWrite=this.depthWrite,i.colorWrite=this.colorWrite,i.stencilWrite=this.stencilWrite,i.stencilWriteMask=this.stencilWriteMask,i.stencilFunc=this.stencilFunc,i.stencilRef=this.stencilRef,i.stencilFuncMask=this.stencilFuncMask,i.stencilFail=this.stencilFail,i.stencilZFail=this.stencilZFail,i.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(i.rotation=this.rotation),!0===this.polygonOffset&&(i.polygonOffset=!0),0!==this.polygonOffsetFactor&&(i.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(i.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(i.linewidth=this.linewidth),void 0!==this.dashSize&&(i.dashSize=this.dashSize),void 0!==this.gapSize&&(i.gapSize=this.gapSize),void 0!==this.scale&&(i.scale=this.scale),!0===this.dithering&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(i.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(i.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(i.wireframe=this.wireframe),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(i.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(i.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(i.flatShading=this.flatShading),!1===this.visible&&(i.visible=!1),!1===this.toneMapped&&(i.toneMapped=!1),!1===this.fog&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData),e){const e=n(t.textures),r=n(t.images);e.length>0&&(i.textures=e),r.length>0&&(i.images=r)}return i}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let i=null;if(null!==e){const t=e.length;i=new Array(t);for(let n=0;n!==t;++n)i[n]=e[n].clone()}return this.clippingPlanes=i,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}class _i extends xi{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new qt(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}const yi=new re,Mi=new Lt;class bi{constructor(t,e,i=!1){if(Array.isArray(t))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=t,this.itemSize=e,this.count=void 0!==t?t.length/e:0,this.normalized=i,this.usage=ut,this.updateRange={offset:0,count:-1},this.version=0}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.name=t.name,this.array=new t.array.constructor(t.array),this.itemSize=t.itemSize,this.count=t.count,this.normalized=t.normalized,this.usage=t.usage,this}copyAt(t,e,i){t*=this.itemSize,i*=e.itemSize;for(let n=0,r=this.itemSize;n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const i in e)void 0!==e[i]&&(t[i]=e[i]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const i=this.attributes;for(const e in i){const n=i[e];t.data.attributes[e]=n.toJSON(t.data)}const n={};let r=!1;for(const e in this.morphAttributes){const i=this.morphAttributes[e],s=[];for(let e=0,n=i.length;e0&&(n[e]=s,r=!0)}r&&(t.data.morphAttributes=n,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const i=t.index;null!==i&&this.setIndex(i.clone(e));const n=t.attributes;for(const t in n){const i=n[t];this.setAttribute(t,i.clone(e))}const r=t.morphAttributes;for(const t in r){const i=[],n=r[t];for(let t=0,r=n.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;ti.far?null:{distance:c,point:qi.clone(),object:t}}(t,e,i,n,Ui,Bi,Fi,ji);if(c){r&&(Vi.fromBufferAttribute(r,a),Hi.fromBufferAttribute(r,o),Wi.fromBufferAttribute(r,l),c.uv=gi.getUV(ji,Ui,Bi,Fi,Vi,Hi,Wi,new Lt)),s&&(Vi.fromBufferAttribute(s,a),Hi.fromBufferAttribute(s,o),Wi.fromBufferAttribute(s,l),c.uv2=gi.getUV(ji,Ui,Bi,Fi,Vi,Hi,Wi,new Lt));const t={a:a,b:o,c:l,normal:new re,materialIndex:0};gi.getNormal(Ui,Bi,Fi,t.normal),c.face=t}return c}class Zi extends Di{constructor(t=1,e=1,i=1,n=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:i,widthSegments:n,heightSegments:r,depthSegments:s};const a=this;n=Math.floor(n),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,i,n,r,s,p,m,f,g,v){const x=s/f,_=p/g,y=s/2,M=p/2,b=m/2,S=f+1,w=g+1;let T=0,A=0;const E=new re;for(let s=0;s0?1:-1,c.push(E.x,E.y,E.z),h.push(o/f),h.push(1-s/g),T+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const i={};for(const t in this.extensions)!0===this.extensions[t]&&(i[t]=!0);return Object.keys(i).length>0&&(e.extensions=i),e}}class en extends si{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new Ne,this.projectionMatrix=new Ne,this.projectionMatrixInverse=new Ne}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class nn extends en{constructor(t=50,e=1,i=.1,n=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=i,this.far=n,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*xt*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*vt*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*xt*Math.atan(Math.tan(.5*vt*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,i,n,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*vt*this.fov)/this.zoom,i=2*e,n=this.aspect*i,r=-.5*n;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*n/t,e-=s.offsetY*i/a,n*=s.width/t,i*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+n,e,e-i,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}const rn=-90;class sn extends si{constructor(t,e,i){super(),this.type="CubeCamera",this.renderTarget=i;const n=new nn(rn,1,t,e);n.layers=this.layers,n.up.set(0,1,0),n.lookAt(1,0,0),this.add(n);const r=new nn(rn,1,t,e);r.layers=this.layers,r.up.set(0,1,0),r.lookAt(-1,0,0),this.add(r);const s=new nn(rn,1,t,e);s.layers=this.layers,s.up.set(0,0,-1),s.lookAt(0,1,0),this.add(s);const a=new nn(rn,1,t,e);a.layers=this.layers,a.up.set(0,0,1),a.lookAt(0,-1,0),this.add(a);const o=new nn(rn,1,t,e);o.layers=this.layers,o.up.set(0,1,0),o.lookAt(0,0,1),this.add(o);const l=new nn(rn,1,t,e);l.layers=this.layers,l.up.set(0,1,0),l.lookAt(0,0,-1),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const i=this.renderTarget,[n,r,s,a,o,l]=this.children,c=t.getRenderTarget(),h=t.toneMapping,u=t.xr.enabled;t.toneMapping=0,t.xr.enabled=!1;const d=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,t.setRenderTarget(i,0),t.render(e,n),t.setRenderTarget(i,1),t.render(e,r),t.setRenderTarget(i,2),t.render(e,s),t.setRenderTarget(i,3),t.render(e,a),t.setRenderTarget(i,4),t.render(e,o),i.texture.generateMipmaps=d,t.setRenderTarget(i,5),t.render(e,l),t.setRenderTarget(c),t.toneMapping=h,t.xr.enabled=u,i.texture.needsPMREMUpdate=!0}}class an extends $t{constructor(t,e,i,n,s,a,o,l,c,h){super(t=void 0!==t?t:[],e=void 0!==e?e:r,i,n,s,a,o,l,c,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class on extends te{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const i={width:t,height:t,depth:1},n=[i,i,i,i,i,i];this.texture=new an(n,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:f}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},n=new Zi(5,5,5),r=new tn({name:"CubemapFromEquirect",uniforms:Ji(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const s=new Xi(n,r),a=e.minFilter;e.minFilter===v&&(e.minFilter=f);return new sn(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,i,n){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,i,n);t.setRenderTarget(r)}}const ln=new re,cn=new re,hn=new Rt;class un{constructor(t=new re(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,i,n){return this.normal.set(t,e,i),this.constant=n,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,i){const n=ln.subVectors(i,e).cross(cn.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(n,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(this.normal).multiplyScalar(-this.distanceToPoint(t)).add(t)}intersectLine(t,e){const i=t.delta(ln),n=this.normal.dot(i);if(0===n)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/n;return r<0||r>1?null:e.copy(i).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),i=this.distanceToPoint(t.end);return e<0&&i>0||i<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const i=e||hn.getNormalMatrix(t),n=this.coplanarPoint(ln).applyMatrix4(t),r=this.normal.applyMatrix3(i).normalize();return this.constant=-n.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const dn=new Te,pn=new re;class mn{constructor(t=new un,e=new un,i=new un,n=new un,r=new un,s=new un){this.planes=[t,e,i,n,r,s]}set(t,e,i,n,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(i),a[3].copy(n),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let i=0;i<6;i++)e[i].copy(t.planes[i]);return this}setFromProjectionMatrix(t){const e=this.planes,i=t.elements,n=i[0],r=i[1],s=i[2],a=i[3],o=i[4],l=i[5],c=i[6],h=i[7],u=i[8],d=i[9],p=i[10],m=i[11],f=i[12],g=i[13],v=i[14],x=i[15];return e[0].setComponents(a-n,h-o,m-u,x-f).normalize(),e[1].setComponents(a+n,h+o,m+u,x+f).normalize(),e[2].setComponents(a+r,h+l,m+d,x+g).normalize(),e[3].setComponents(a-r,h-l,m-d,x-g).normalize(),e[4].setComponents(a-s,h-c,m-p,x-v).normalize(),e[5].setComponents(a+s,h+c,m+p,x+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),dn.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(dn)}intersectsSprite(t){return dn.center.set(0,0,0),dn.radius=.7071067811865476,dn.applyMatrix4(t.matrixWorld),this.intersectsSphere(dn)}intersectsSphere(t){const e=this.planes,i=t.center,n=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(i)0?t.max.x:t.min.x,pn.y=n.normal.y>0?t.max.y:t.min.y,pn.z=n.normal.z>0?t.max.z:t.min.z,n.distanceToPoint(pn)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let i=0;i<6;i++)if(e[i].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function fn(){let t=null,e=!1,i=null,n=null;function r(e,s){i(e,s),n=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==i&&(n=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(t){i=t},setContext:function(e){t=e}}}function gn(t,e){const i=e.isWebGL2,n=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),n.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const i=n.get(e);i&&(t.deleteBuffer(i.buffer),n.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=n.get(e);return void((!t||t.version 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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660,\t0.0556434,\n\t\t-1.5371385,\t1.8760108, -0.2040259,\n\t\t-0.4985314,\t0.0415560,\t1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\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 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 USE_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}\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 luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\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}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif",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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",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 vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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(\t\t0, 1,\t\t0 ),\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",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",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",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",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",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",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",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\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",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",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",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}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",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;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",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",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",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",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",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(\t1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,\t1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,\t1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef texture2DLodEXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",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",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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",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}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_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}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",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}",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 = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}",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 \n#include \nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",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}",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 \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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\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}",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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \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\t#include \n\t#include \n}",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 \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\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#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}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"},_n={common:{diffuse:{value:new qt(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new Rt},uv2Transform:{value:new Rt},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Lt(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new qt(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new 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Rt},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:xn.background_vert,fragmentShader:xn.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:xn.backgroundCube_vert,fragmentShader:xn.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:xn.cube_vert,fragmentShader:xn.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:xn.equirect_vert,fragmentShader:xn.equirect_frag},distanceRGBA:{uniforms:Ki([_n.common,_n.displacementmap,{referencePosition:{value:new re},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:xn.distanceRGBA_vert,fragmentShader:xn.distanceRGBA_frag},shadow:{uniforms:Ki([_n.lights,_n.fog,{color:{value:new 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qt(1,1,1)},specularColorMap:{value:null}}]),vertexShader:xn.meshphysical_vert,fragmentShader:xn.meshphysical_frag};const Mn={r:0,b:0,g:0};function bn(t,e,i,n,r,s,a){const o=new qt(0);let c,h,u=!0===s?0:1,d=null,p=0,m=null;function f(e,i){e.getRGB(Mn,$i(t)),n.buffers.color.setClear(Mn.r,Mn.g,Mn.b,i,a)}return{getClearColor:function(){return o},setClearColor:function(t,e=1){o.set(t),u=e,f(o,u)},getClearAlpha:function(){return u},setClearAlpha:function(t){u=t,f(o,u)},render:function(n,s){let a=!1,g=!0===s.isScene?s.background:null;if(g&&g.isTexture){g=(s.backgroundBlurriness>0?i:e).get(g)}const v=t.xr,x=v.getSession&&v.getSession();x&&"additive"===x.environmentBlendMode&&(g=null),null===g?f(o,u):g&&g.isColor&&(f(g,1),a=!0),(t.autoClear||a)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),g&&(g.isCubeTexture||g.mapping===l)?(void 0===h&&(h=new Xi(new Zi(1,1,1),new tn({name:"BackgroundCubeMaterial",uniforms:Ji(yn.backgroundCube.uniforms),vertexShader:yn.backgroundCube.vertexShader,fragmentShader:yn.backgroundCube.fragmentShader,side:1,depthTest:!1,depthWrite:!1,fog:!1})),h.geometry.deleteAttribute("normal"),h.geometry.deleteAttribute("uv"),h.onBeforeRender=function(t,e,i){this.matrixWorld.copyPosition(i.matrixWorld)},Object.defineProperty(h.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),r.update(h)),h.material.uniforms.envMap.value=g,h.material.uniforms.flipEnvMap.value=g.isCubeTexture&&!1===g.isRenderTargetTexture?-1:1,h.material.uniforms.backgroundBlurriness.value=s.backgroundBlurriness,h.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,h.material.toneMapped=g.encoding!==ot,d===g&&p===g.version&&m===t.toneMapping||(h.material.needsUpdate=!0,d=g,p=g.version,m=t.toneMapping),h.layers.enableAll(),n.unshift(h,h.geometry,h.material,0,0,null)):g&&g.isTexture&&(void 0===c&&(c=new Xi(new vn(2,2),new tn({name:"BackgroundMaterial",uniforms:Ji(yn.background.uniforms),vertexShader:yn.background.vertexShader,fragmentShader:yn.background.fragmentShader,side:0,depthTest:!1,depthWrite:!1,fog:!1})),c.geometry.deleteAttribute("normal"),Object.defineProperty(c.material,"map",{get:function(){return this.uniforms.t2D.value}}),r.update(c)),c.material.uniforms.t2D.value=g,c.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,c.material.toneMapped=g.encoding!==ot,!0===g.matrixAutoUpdate&&g.updateMatrix(),c.material.uniforms.uvTransform.value.copy(g.matrix),d===g&&p===g.version&&m===t.toneMapping||(c.material.needsUpdate=!0,d=g,p=g.version,m=t.toneMapping),c.layers.enableAll(),n.unshift(c,c.geometry,c.material,0,0,null))}}}function Sn(t,e,i,n){const r=t.getParameter(34921),s=n.isWebGL2?null:e.get("OES_vertex_array_object"),a=n.isWebGL2||null!==s,o={},l=p(null);let c=l,h=!1;function u(e){return n.isWebGL2?t.bindVertexArray(e):s.bindVertexArrayOES(e)}function d(e){return 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t=!0===l.wireframe;c.geometry===_.id&&c.program===d.id&&c.wireframe===t||(c.geometry=_.id,c.program=d.id,c.wireframe=t,M=!0)}null!==y&&i.update(y,34963),(M||h)&&(h=!1,function(r,s,a,o){if(!1===n.isWebGL2&&(r.isInstancedMesh||o.isInstancedBufferGeometry)&&null===e.get("ANGLE_instanced_arrays"))return;m();const l=o.attributes,c=a.getAttributes(),h=s.defaultAttributeValues;for(const e in c){const n=c[e];if(n.location>=0){let s=l[e];if(void 0===s&&("instanceMatrix"===e&&r.instanceMatrix&&(s=r.instanceMatrix),"instanceColor"===e&&r.instanceColor&&(s=r.instanceColor)),void 0!==s){const e=s.normalized,a=s.itemSize,l=i.get(s);if(void 0===l)continue;const c=l.buffer,h=l.type,u=l.bytesPerElement;if(s.isInterleavedBufferAttribute){const i=s.data,l=i.stride,d=s.offset;if(i.isInstancedInterleavedBuffer){for(let t=0;t0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}const s="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext||"undefined"!=typeof WebGL2ComputeRenderingContext&&t instanceof WebGL2ComputeRenderingContext;let a=void 0!==i.precision?i.precision:"highp";const o=r(a);o!==a&&(console.warn("THREE.WebGLRenderer:",a,"not supported, using",o,"instead."),a=o);const l=s||e.has("WEBGL_draw_buffers"),c=!0===i.logarithmicDepthBuffer,h=t.getParameter(34930),u=t.getParameter(35660),d=t.getParameter(3379),p=t.getParameter(34076),m=t.getParameter(34921),f=t.getParameter(36347),g=t.getParameter(36348),v=t.getParameter(36349),x=u>0,_=s||e.has("OES_texture_float");return{isWebGL2:s,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==n)return n;if(!0===e.has("EXT_texture_filter_anisotropic")){const i=e.get("EXT_texture_filter_anisotropic");n=t.getParameter(i.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else n=0;return n},getMaxPrecision:r,precision:a,logarithmicDepthBuffer:c,maxTextures:h,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:p,maxAttributes:m,maxVertexUniforms:f,maxVaryings:g,maxFragmentUniforms:v,vertexTextures:x,floatFragmentTextures:_,floatVertexTextures:x&&_,maxSamples:s?t.getParameter(36183):0}}function An(t){const e=this;let i=null,n=0,r=!1,s=!1;const a=new un,o=new Rt,l={value:null,needsUpdate:!1};function c(){l.value!==i&&(l.value=i,l.needsUpdate=n>0),e.numPlanes=n,e.numIntersection=0}function h(t,i,n,r){const s=null!==t?t.length:0;let c=null;if(0!==s){if(c=l.value,!0!==r||null===c){const e=n+4*s,r=i.matrixWorldInverse;o.getNormalMatrix(r),(null===c||c.length0){const a=new on(s.height/2);return a.fromEquirectangularTexture(t,r),e.set(r,a),r.addEventListener("dispose",n),i(a.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}class Cn extends en{constructor(t=-1,e=1,i=1,n=-1,r=.1,s=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=i,this.bottom=n,this.near=r,this.far=s,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this}setViewOffset(t,e,i,n,r,s){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),i=(this.right+this.left)/2,n=(this.top+this.bottom)/2;let r=i-t,s=i+t,a=n+e,o=n-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX,s=r+t*this.view.width,a-=e*this.view.offsetY,o=a-e*this.view.height}this.projectionMatrix.makeOrthographic(r,s,a,o,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}}const Ln=[.125,.215,.35,.446,.526,.582],Rn=20,Pn=new Cn,In=new qt;let Dn=null;const Nn=(1+Math.sqrt(5))/2,On=1/Nn,zn=[new re(1,1,1),new re(-1,1,1),new re(1,1,-1),new re(-1,1,-1),new re(0,Nn,On),new re(0,Nn,-On),new re(On,0,Nn),new re(-On,0,Nn),new re(Nn,On,0),new re(-Nn,On,0)];class Un{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,i=.1,n=100){Dn=this._renderer.getRenderTarget(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,i,n,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t,e=null){return this._fromTexture(t,e)}fromCubemap(t,e=null){return this._fromTexture(t,e)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=Gn(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=kn(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;tt-4?o=Ln[a-t+4-1]:0===a&&(o=0),n.push(o);const l=1/(s-2),c=-l,h=1+l,u=[c,c,h,c,h,h,c,c,h,h,c,h],d=6,p=6,m=3,f=2,g=1,v=new Float32Array(m*p*d),x=new Float32Array(f*p*d),_=new Float32Array(g*p*d);for(let t=0;t2?0:-1,n=[e,i,0,e+2/3,i,0,e+2/3,i+1,0,e,i,0,e+2/3,i+1,0,e,i+1,0];v.set(n,m*p*t),x.set(u,f*p*t);const r=[t,t,t,t,t,t];_.set(r,g*p*t)}const y=new Di;y.setAttribute("position",new bi(v,m)),y.setAttribute("uv",new bi(x,f)),y.setAttribute("faceIndex",new bi(_,g)),e.push(y),r>4&&r--}return{lodPlanes:e,sizeLods:i,sigmas:n}}(n)),this._blurMaterial=function(t,e,i){const n=new Float32Array(Rn),r=new re(0,1,0),s=new tn({name:"SphericalGaussianBlur",defines:{n:Rn,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/i,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:Vn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1});return s}(n,t,e)}return n}_compileMaterial(t){const e=new Xi(this._lodPlanes[0],t);this._renderer.compile(e,Pn)}_sceneToCubeUV(t,e,i,n){const r=new nn(90,1,e,i),s=[1,-1,1,1,1,1],a=[1,1,1,-1,-1,-1],o=this._renderer,l=o.autoClear,c=o.toneMapping;o.getClearColor(In),o.toneMapping=0,o.autoClear=!1;const h=new _i({name:"PMREM.Background",side:1,depthWrite:!1,depthTest:!1}),u=new Xi(new Zi,h);let d=!1;const p=t.background;p?p.isColor&&(h.color.copy(p),t.background=null,d=!0):(h.color.copy(In),d=!0);for(let e=0;e<6;e++){const i=e%3;0===i?(r.up.set(0,s[e],0),r.lookAt(a[e],0,0)):1===i?(r.up.set(0,0,s[e]),r.lookAt(0,a[e],0)):(r.up.set(0,s[e],0),r.lookAt(0,0,a[e]));const 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te(t,e,i);return n.texture.mapping=l,n.texture.name="PMREM.cubeUv",n.scissorTest=!0,n}function Fn(t,e,i,n,r){t.viewport.set(e,i,n,r),t.scissor.set(e,i,n,r)}function kn(){return new tn({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Vn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function Gn(){return new tn({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Vn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform 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0!==_.morphAttributes.color,morphTargetsCount:T,morphTextureStride:R,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numSpotLightMaps:o.spotLightMap.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numSpotLightShadowsWithMaps:o.numSpotLightShadowsWithMaps,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,dithering:s.dithering,shadowMapEnabled:t.shadowMap.enabled&&h.length>0,shadowMapType:t.shadowMap.type,toneMapping:s.toneMapped?t.toneMapping:0,physicallyCorrectLights:t.physicallyCorrectLights,premultipliedAlpha:s.premultipliedAlpha,doubleSided:2===s.side,flipSided:1===s.side,useDepthPacking:!!s.depthPacking,depthPacking:s.depthPacking||0,index0AttributeName:s.index0AttributeName,extensionDerivatives:s.extensions&&s.extensions.derivatives,extensionFragDepth:s.extensions&&s.extensions.fragDepth,extensionDrawBuffers:s.extensions&&s.extensions.drawBuffers,extensionShaderTextureLOD:s.extensions&&s.extensions.shaderTextureLOD,rendererExtensionFragDepth:u||n.has("EXT_frag_depth"),rendererExtensionDrawBuffers:u||n.has("WEBGL_draw_buffers"),rendererExtensionShaderTextureLod:u||n.has("EXT_shader_texture_lod"),customProgramCacheKey:s.customProgramCacheKey()}},getProgramCacheKey:function(e){const i=[];if(e.shaderID?i.push(e.shaderID):(i.push(e.customVertexShaderID),i.push(e.customFragmentShaderID)),void 0!==e.defines)for(const t in e.defines)i.push(t),i.push(e.defines[t]);return!1===e.isRawShaderMaterial&&(!function(t,e){t.push(e.precision),t.push(e.outputEncoding),t.push(e.envMapMode),t.push(e.envMapCubeUVHeight),t.push(e.combine),t.push(e.vertexUvs),t.push(e.fogExp2),t.push(e.sizeAttenuation),t.push(e.morphTargetsCount),t.push(e.morphAttributeCount),t.push(e.numDirLights),t.push(e.numPointLights),t.push(e.numSpotLights),t.push(e.numSpotLightMaps),t.push(e.numHemiLights),t.push(e.numRectAreaLights),t.push(e.numDirLightShadows),t.push(e.numPointLightShadows),t.push(e.numSpotLightShadows),t.push(e.numSpotLightShadowsWithMaps),t.push(e.shadowMapType),t.push(e.toneMapping),t.push(e.numClippingPlanes),t.push(e.numClipIntersection),t.push(e.depthPacking)}(i,e),function(t,e){o.disableAll(),e.isWebGL2&&o.enable(0);e.supportsVertexTextures&&o.enable(1);e.instancing&&o.enable(2);e.instancingColor&&o.enable(3);e.map&&o.enable(4);e.matcap&&o.enable(5);e.envMap&&o.enable(6);e.lightMap&&o.enable(7);e.aoMap&&o.enable(8);e.emissiveMap&&o.enable(9);e.bumpMap&&o.enable(10);e.normalMap&&o.enable(11);e.objectSpaceNormalMap&&o.enable(12);e.tangentSpaceNormalMap&&o.enable(13);e.clearcoat&&o.enable(14);e.clearcoatMap&&o.enable(15);e.clearcoatRoughnessMap&&o.enable(16);e.clearcoatNormalMap&&o.enable(17);e.iridescence&&o.enable(18);e.iridescenceMap&&o.enable(19);e.iridescenceThicknessMap&&o.enable(20);e.displacementMap&&o.enable(21);e.specularMap&&o.enable(22);e.roughnessMap&&o.enable(23);e.metalnessMap&&o.enable(24);e.gradientMap&&o.enable(25);e.alphaMap&&o.enable(26);e.alphaTest&&o.enable(27);e.vertexColors&&o.enable(28);e.vertexAlphas&&o.enable(29);e.vertexUvs&&o.enable(30);e.vertexTangents&&o.enable(31);e.uvsVertexOnly&&o.enable(32);t.push(o.mask),o.disableAll(),e.fog&&o.enable(0);e.useFog&&o.enable(1);e.flatShading&&o.enable(2);e.logarithmicDepthBuffer&&o.enable(3);e.skinning&&o.enable(4);e.morphTargets&&o.enable(5);e.morphNormals&&o.enable(6);e.morphColors&&o.enable(7);e.premultipliedAlpha&&o.enable(8);e.shadowMapEnabled&&o.enable(9);e.physicallyCorrectLights&&o.enable(10);e.doubleSided&&o.enable(11);e.flipSided&&o.enable(12);e.useDepthPacking&&o.enable(13);e.dithering&&o.enable(14);e.specularIntensityMap&&o.enable(15);e.specularColorMap&&o.enable(16);e.transmission&&o.enable(17);e.transmissionMap&&o.enable(18);e.thicknessMap&&o.enable(19);e.sheen&&o.enable(20);e.sheenColorMap&&o.enable(21);e.sheenRoughnessMap&&o.enable(22);e.decodeVideoTexture&&o.enable(23);e.opaque&&o.enable(24);t.push(o.mask)}(i,e),i.push(t.outputEncoding)),i.push(e.customProgramCacheKey),i.join()},getUniforms:function(t){const e=f[t.type];let i;if(e){const t=yn[e];i=Qi.clone(t.uniforms)}else i=t.uniforms;return i},acquireProgram:function(e,i){let n;for(let t=0,e=h.length;t0?n.push(h):!0===a.transparent?r.push(h):i.push(h)},unshift:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?n.unshift(h):!0===a.transparent?r.unshift(h):i.unshift(h)},finish:function(){for(let i=e,n=t.length;i1&&i.sort(t||Ss),n.length>1&&n.sort(e||ws),r.length>1&&r.sort(e||ws)}}}function As(){let t=new WeakMap;return{get:function(e,i){const n=t.get(e);let r;return void 0===n?(r=new Ts,t.set(e,[r])):i>=n.length?(r=new Ts,n.push(r)):r=n[i],r},dispose:function(){t=new WeakMap}}}function Es(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":i={direction:new re,color:new qt};break;case"SpotLight":i={position:new re,direction:new re,color:new qt,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":i={position:new re,color:new qt,distance:0,decay:0};break;case"HemisphereLight":i={direction:new re,skyColor:new qt,groundColor:new qt};break;case"RectAreaLight":i={color:new qt,position:new re,halfWidth:new re,halfHeight:new re}}return t[e.id]=i,i}}}let Cs=0;function Ls(t,e){return(e.castShadow?2:0)-(t.castShadow?2:0)+(e.map?1:0)-(t.map?1:0)}function Rs(t,e){const i=new Es,n=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":case"SpotLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Lt};break;case"PointLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Lt,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=i,i}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0};for(let t=0;t<9;t++)r.probe.push(new re);const s=new re,a=new Ne,o=new Ne;return{setup:function(s,a){let o=0,l=0,c=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let h=0,u=0,d=0,p=0,m=0,f=0,g=0,v=0,x=0,_=0;s.sort(Ls);const y=!0!==a?Math.PI:1;for(let t=0,e=s.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=_n.LTC_FLOAT_1,r.rectAreaLTC2=_n.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=_n.LTC_HALF_1,r.rectAreaLTC2=_n.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=o,r.ambient[1]=l,r.ambient[2]=c;const M=r.hash;M.directionalLength===h&&M.pointLength===u&&M.spotLength===d&&M.rectAreaLength===p&&M.hemiLength===m&&M.numDirectionalShadows===f&&M.numPointShadows===g&&M.numSpotShadows===v&&M.numSpotMaps===x||(r.directional.length=h,r.spot.length=d,r.rectArea.length=p,r.point.length=u,r.hemi.length=m,r.directionalShadow.length=f,r.directionalShadowMap.length=f,r.pointShadow.length=g,r.pointShadowMap.length=g,r.spotShadow.length=v,r.spotShadowMap.length=v,r.directionalShadowMatrix.length=f,r.pointShadowMatrix.length=g,r.spotLightMatrix.length=v+x-_,r.spotLightMap.length=x,r.numSpotLightShadowsWithMaps=_,M.directionalLength=h,M.pointLength=u,M.spotLength=d,M.rectAreaLength=p,M.hemiLength=m,M.numDirectionalShadows=f,M.numPointShadows=g,M.numSpotShadows=v,M.numSpotMaps=x,r.version=Cs++)},setupView:function(t,e){let i=0,n=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=s.length?(a=new Ps(t,e),s.push(a)):a=s[r],a},dispose:function(){i=new WeakMap}}}class Ds extends xi{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}class Ns extends xi{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new re,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}function Os(t,e,i){let n=new mn;const r=new Lt,s=new Lt,a=new Qt,o=new Ds({depthPacking:3201}),l=new Ns,c={},h=i.maxTextureSize,u={0:1,1:0,2:2},p=new tn({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new Lt},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),m=p.clone();m.defines.HORIZONTAL_PASS=1;const f=new Di;f.setAttribute("position",new bi(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const g=new Xi(f,p),v=this;function x(i,n){const s=e.update(g);p.defines.VSM_SAMPLES!==i.blurSamples&&(p.defines.VSM_SAMPLES=i.blurSamples,m.defines.VSM_SAMPLES=i.blurSamples,p.needsUpdate=!0,m.needsUpdate=!0),null===i.mapPass&&(i.mapPass=new te(r.x,r.y)),p.uniforms.shadow_pass.value=i.map.texture,p.uniforms.resolution.value=i.mapSize,p.uniforms.radius.value=i.radius,t.setRenderTarget(i.mapPass),t.clear(),t.renderBufferDirect(n,null,s,p,g,null),m.uniforms.shadow_pass.value=i.mapPass.texture,m.uniforms.resolution.value=i.mapSize,m.uniforms.radius.value=i.radius,t.setRenderTarget(i.map),t.clear(),t.renderBufferDirect(n,null,s,m,g,null)}function _(e,i,n,r,s,a){let h=null;const d=!0===n.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==d)h=d;else if(h=!0===n.isPointLight?l:o,t.localClippingEnabled&&!0===i.clipShadows&&Array.isArray(i.clippingPlanes)&&0!==i.clippingPlanes.length||i.displacementMap&&0!==i.displacementScale||i.alphaMap&&i.alphaTest>0||i.map&&i.alphaTest>0){const t=h.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=h.clone(),n[e]=r),h=r}return h.visible=i.visible,h.wireframe=i.wireframe,h.side=3===a?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],h.alphaMap=i.alphaMap,h.alphaTest=i.alphaTest,h.map=i.map,h.clipShadows=i.clipShadows,h.clippingPlanes=i.clippingPlanes,h.clipIntersection=i.clipIntersection,h.displacementMap=i.displacementMap,h.displacementScale=i.displacementScale,h.displacementBias=i.displacementBias,h.wireframeLinewidth=i.wireframeLinewidth,h.linewidth=i.linewidth,!0===n.isPointLight&&!0===h.isMeshDistanceMaterial&&(h.referencePosition.setFromMatrixPosition(n.matrixWorld),h.nearDistance=r,h.farDistance=s),h}function y(i,r,s,a,o){if(!1===i.visible)return;if(i.layers.test(r.layers)&&(i.isMesh||i.isLine||i.isPoints)&&(i.castShadow||i.receiveShadow&&3===o)&&(!i.frustumCulled||n.intersectsObject(i))){i.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,i.matrixWorld);const n=e.update(i),r=i.material;if(Array.isArray(r)){const e=n.groups;for(let l=0,c=e.length;lh||r.y>h)&&(r.x>h&&(s.x=Math.floor(h/m.x),r.x=s.x*m.x,u.mapSize.x=s.x),r.y>h&&(s.y=Math.floor(h/m.y),r.y=s.y*m.y,u.mapSize.y=s.y)),null===u.map){const t=3!==this.type?{minFilter:d,magFilter:d}:{};u.map=new te(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const f=u.getViewportCount();for(let t=0;t=1):-1!==I.indexOf("OpenGL ES")&&(P=parseFloat(/^OpenGL ES (\d)/.exec(I)[1]),R=P>=2);let D=null,N={};const O=t.getParameter(3088),z=t.getParameter(2978),U=(new Qt).fromArray(O),B=(new Qt).fromArray(z);function F(e,i,n){const r=new Uint8Array(4),s=t.createTexture();t.bindTexture(e,s),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;en||t.height>n)&&(r=n/Math.max(t.width,t.height)),r<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const n=e?Tt:Math.floor,s=n(r*t.width),a=n(r*t.height);void 0===D&&(D=z(s,a));const o=i?z(s,a):D;o.width=s,o.height=a;return o.getContext("2d").drawImage(t,0,0,s,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+s+"x"+a+")."),o}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function B(t){return St(t.width)&&St(t.height)}function F(t,e){return t.generateMipmaps&&e&&t.minFilter!==d&&t.minFilter!==f}function k(e){t.generateMipmap(e)}function G(i,n,r,s,a=!1){if(!1===o)return n;if(null!==i){if(void 0!==t[i])return t[i];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+i+"'")}let l=n;return 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n=r[e.__cacheKey];n.usedTimes--,0===n.usedTimes&&q(t),0===Object.keys(r).length&&N.delete(i)}n.remove(t)}(e),e.isVideoTexture&&I.delete(e)}function j(e){const i=e.target;i.removeEventListener("dispose",j),function(e){const i=e.texture,r=n.get(e),s=n.get(i);void 0!==s.__webglTexture&&(t.deleteTexture(s.__webglTexture),a.memory.textures--);e.depthTexture&&e.depthTexture.dispose();if(e.isWebGLCubeRenderTarget)for(let e=0;e<6;e++)t.deleteFramebuffer(r.__webglFramebuffer[e]),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer[e]);else{if(t.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&t.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer)for(let e=0;e0&&r.__version!==t.version){const i=t.image;if(null===i)console.warn("THREE.WebGLRenderer: Texture marked for update but no image data found.");else{if(!1!==i.complete)return void 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0===h.__webglTexture&&(h.__webglTexture=t.createTexture()),h.__version=l.version,a.memory.textures++);const u=!0===e.isWebGLCubeRenderTarget,d=!0===e.isWebGLMultipleRenderTargets,p=B(e)||o;if(u){c.__webglFramebuffer=[];for(let e=0;e<6;e++)c.__webglFramebuffer[e]=t.createFramebuffer()}else{if(c.__webglFramebuffer=t.createFramebuffer(),d)if(r.drawBuffers){const i=e.texture;for(let e=0,r=i.length;e0&&!1===rt(e)){const n=d?l:[l];c.__webglMultisampledFramebuffer=t.createFramebuffer(),c.__webglColorRenderbuffer=[],i.bindFramebuffer(36160,c.__webglMultisampledFramebuffer);for(let i=0;i0&&!1===rt(e)){const r=e.isWebGLMultipleRenderTargets?e.texture:[e.texture],s=e.width,a=e.height;let o=16384;const l=[],c=e.stencilBuffer?33306:36096,h=n.get(e),u=!0===e.isWebGLMultipleRenderTargets;if(u)for(let 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ks;i.matrixAutoUpdate=!1,i.visible=!1,t.joints[e.jointName]=i,t.add(i)}return t.joints[e.jointName]}}class Hs extends $t{constructor(t,e,i,n,r,s,a,o,l,c){if((c=void 0!==c?c:T)!==T&&c!==A)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===i&&c===T&&(i=y),void 0===i&&c===A&&(i=S),super(null,n,r,s,a,o,c,i,l),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==a?a:d,this.minFilter=void 0!==o?o:d,this.flipY=!1,this.generateMipmaps=!1}}class Ws extends mt{constructor(t,e){super();const i=this;let n=null,r=1,s=null,a="local-floor",o=null,l=null,c=null,h=null,u=null,d=null;const p=e.getContextAttributes();let m=null,f=null;const g=[],v=[],_=new Set,M=new Map,b=new nn;b.layers.enable(1),b.viewport=new Qt;const E=new nn;E.layers.enable(2),E.viewport=new Qt;const C=[b,E],L=new Fs;L.layers.enable(1),L.layers.enable(2);let R=null,P=null;function I(t){const e=v.indexOf(t.inputSource);if(-1===e)return;const i=g[e];void 0!==i&&i.dispatchEvent({type:t.type,data:t.inputSource})}function D(){n.removeEventListener("select",I),n.removeEventListener("selectstart",I),n.removeEventListener("selectend",I),n.removeEventListener("squeeze",I),n.removeEventListener("squeezestart",I),n.removeEventListener("squeezeend",I),n.removeEventListener("end",D),n.removeEventListener("inputsourceschange",N);for(let t=0;t=0&&(v[n]=null,g[n].disconnect(i))}for(let e=0;e=v.length){v.push(i),n=t;break}if(null===v[t]){v[t]=i,n=t;break}}if(-1===n)break}const r=g[n];r&&r.connect(i)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(t){let e=g[t];return void 0===e&&(e=new Vs,g[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=g[t];return void 0===e&&(e=new Vs,g[t]=e),e.getGripSpace()},this.getHand=function(t){let e=g[t];return void 0===e&&(e=new Vs,g[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){r=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){a=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return o||s},this.setReferenceSpace=function(t){o=t},this.getBaseLayer=function(){return null!==h?h:u},this.getBinding=function(){return c},this.getFrame=function(){return d},this.getSession=function(){return n},this.setSession=async function(l){if(n=l,null!==n){if(m=t.getRenderTarget(),n.addEventListener("select",I),n.addEventListener("selectstart",I),n.addEventListener("selectend",I),n.addEventListener("squeeze",I),n.addEventListener("squeezestart",I),n.addEventListener("squeezeend",I),n.addEventListener("end",D),n.addEventListener("inputsourceschange",N),!0!==p.xrCompatible&&await e.makeXRCompatible(),void 0===n.renderState.layers||!1===t.capabilities.isWebGL2){const i={antialias:void 0!==n.renderState.layers||p.antialias,alpha:p.alpha,depth:p.depth,stencil:p.stencil,framebufferScaleFactor:r};u=new XRWebGLLayer(n,e,i),n.updateRenderState({baseLayer:u}),f=new te(u.framebufferWidth,u.framebufferHeight,{format:w,type:x,encoding:t.outputEncoding,stencilBuffer:p.stencil})}else{let i=null,s=null,a=null;p.depth&&(a=p.stencil?35056:33190,i=p.stencil?A:T,s=p.stencil?S:y);const o={colorFormat:32856,depthFormat:a,scaleFactor:r};c=new XRWebGLBinding(n,e),h=c.createProjectionLayer(o),n.updateRenderState({layers:[h]}),f=new te(h.textureWidth,h.textureHeight,{format:w,type:x,depthTexture:new Hs(h.textureWidth,h.textureHeight,s,void 0,void 0,void 0,void 0,void 0,void 0,i),stencilBuffer:p.stencil,encoding:t.outputEncoding,samples:p.antialias?4:0});t.properties.get(f).__ignoreDepthValues=h.ignoreDepthValues}f.isXRRenderTarget=!0,this.setFoveation(1),o=null,s=await n.requestReferenceSpace(a),F.setContext(n),F.start(),i.isPresenting=!0,i.dispatchEvent({type:"sessionstart"})}};const O=new re,z=new re;function U(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()}this.updateCamera=function(t){if(null===n)return;L.near=E.near=b.near=t.near,L.far=E.far=b.far=t.far,R===L.near&&P===L.far||(n.updateRenderState({depthNear:L.near,depthFar:L.far}),R=L.near,P=L.far);const e=t.parent,i=L.cameras;U(L,e);for(let t=0;te&&(M.set(t,t.lastChangedTime),i.dispatchEvent({type:"planechanged",data:t}))}else _.add(t),M.set(t,n.lastChangedTime),i.dispatchEvent({type:"planeadded",data:t})}d=null})),this.setAnimationLoop=function(t){B=t},this.dispose=function(){}}}function js(t,e){function i(i,n){i.opacity.value=n.opacity,n.color&&i.diffuse.value.copy(n.color),n.emissive&&i.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity),n.map&&(i.map.value=n.map),n.alphaMap&&(i.alphaMap.value=n.alphaMap),n.bumpMap&&(i.bumpMap.value=n.bumpMap,i.bumpScale.value=n.bumpScale,1===n.side&&(i.bumpScale.value*=-1)),n.displacementMap&&(i.displacementMap.value=n.displacementMap,i.displacementScale.value=n.displacementScale,i.displacementBias.value=n.displacementBias),n.emissiveMap&&(i.emissiveMap.value=n.emissiveMap),n.normalMap&&(i.normalMap.value=n.normalMap,i.normalScale.value.copy(n.normalScale),1===n.side&&i.normalScale.value.negate()),n.specularMap&&(i.specularMap.value=n.specularMap),n.alphaTest>0&&(i.alphaTest.value=n.alphaTest);const r=e.get(n).envMap;if(r&&(i.envMap.value=r,i.flipEnvMap.value=r.isCubeTexture&&!1===r.isRenderTargetTexture?-1:1,i.reflectivity.value=n.reflectivity,i.ior.value=n.ior,i.refractionRatio.value=n.refractionRatio),n.lightMap){i.lightMap.value=n.lightMap;const e=!0!==t.physicallyCorrectLights?Math.PI:1;i.lightMapIntensity.value=n.lightMapIntensity*e}let s,a;n.aoMap&&(i.aoMap.value=n.aoMap,i.aoMapIntensity.value=n.aoMapIntensity),n.map?s=n.map:n.specularMap?s=n.specularMap:n.displacementMap?s=n.displacementMap:n.normalMap?s=n.normalMap:n.bumpMap?s=n.bumpMap:n.roughnessMap?s=n.roughnessMap:n.metalnessMap?s=n.metalnessMap:n.alphaMap?s=n.alphaMap:n.emissiveMap?s=n.emissiveMap:n.clearcoatMap?s=n.clearcoatMap:n.clearcoatNormalMap?s=n.clearcoatNormalMap:n.clearcoatRoughnessMap?s=n.clearcoatRoughnessMap:n.iridescenceMap?s=n.iridescenceMap:n.iridescenceThicknessMap?s=n.iridescenceThicknessMap:n.specularIntensityMap?s=n.specularIntensityMap:n.specularColorMap?s=n.specularColorMap:n.transmissionMap?s=n.transmissionMap:n.thicknessMap?s=n.thicknessMap:n.sheenColorMap?s=n.sheenColorMap:n.sheenRoughnessMap&&(s=n.sheenRoughnessMap),void 0!==s&&(s.isWebGLRenderTarget&&(s=s.texture),!0===s.matrixAutoUpdate&&s.updateMatrix(),i.uvTransform.value.copy(s.matrix)),n.aoMap?a=n.aoMap:n.lightMap&&(a=n.lightMap),void 0!==a&&(a.isWebGLRenderTarget&&(a=a.texture),!0===a.matrixAutoUpdate&&a.updateMatrix(),i.uv2Transform.value.copy(a.matrix))}return{refreshFogUniforms:function(e,i){i.color.getRGB(e.fogColor.value,$i(t)),i.isFog?(e.fogNear.value=i.near,e.fogFar.value=i.far):i.isFogExp2&&(e.fogDensity.value=i.density)},refreshMaterialUniforms:function(t,n,r,s,a){n.isMeshBasicMaterial||n.isMeshLambertMaterial?i(t,n):n.isMeshToonMaterial?(i(t,n),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,n)):n.isMeshPhongMaterial?(i(t,n),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,n)):n.isMeshStandardMaterial?(i(t,n),function(t,i){t.roughness.value=i.roughness,t.metalness.value=i.metalness,i.roughnessMap&&(t.roughnessMap.value=i.roughnessMap);i.metalnessMap&&(t.metalnessMap.value=i.metalnessMap);const n=e.get(i).envMap;n&&(t.envMapIntensity.value=i.envMapIntensity)}(t,n),n.isMeshPhysicalMaterial&&function(t,e,i){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap),e.clearcoatNormalMap&&(t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),t.clearcoatNormalMap.value=e.clearcoatNormalMap,1===e.side&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap);e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap)}(t,n,a)):n.isMeshMatcapMaterial?(i(t,n),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,n)):n.isMeshDepthMaterial?i(t,n):n.isMeshDistanceMaterial?(i(t,n),function(t,e){t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,n)):n.isMeshNormalMaterial?i(t,n):n.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,n),n.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,n)):n.isPointsMaterial?function(t,e,i,n){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*n,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let r;e.map?r=e.map:e.alphaMap&&(r=e.alphaMap);void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),t.uvTransform.value.copy(r.matrix))}(t,n,r,s):n.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let i;e.map?i=e.map:e.alphaMap&&(i=e.alphaMap);void 0!==i&&(!0===i.matrixAutoUpdate&&i.updateMatrix(),t.uvTransform.value.copy(i.matrix))}(t,n):n.isShadowMaterial?(t.color.value.copy(n.color),t.opacity.value=n.opacity):n.isShaderMaterial&&(n.uniformsNeedUpdate=!1)}}}function qs(t,e,i,n){let r={},s={},a=[];const o=i.isWebGL2?t.getParameter(35375):0;function l(t,e,i){const n=t.value;if(void 0===i[e]){if("number"==typeof n)i[e]=n;else{const t=Array.isArray(n)?n:[n],r=[];for(let e=0;e0){r=i%n;0!==r&&n-r-a.boundary<0&&(i+=n-r,s.__offset=i)}i+=a.storage}r=i%n,r>0&&(i+=n-r);t.__size=i,t.__cache={}}(i),d=function(e){const i=function(){for(let t=0;t0&&function(t,e,i){const n=Z.isWebGL2;null===V&&(V=new te(1,1,{generateMipmaps:!0,type:Y.has("EXT_color_buffer_half_float")?b:x,minFilter:v,samples:n&&!0===a?4:0}));g.getDrawingBufferSize(W),n?V.setSize(W.x,W.y):V.setSize(Tt(W.x),Tt(W.y));const r=g.getRenderTarget();g.setRenderTarget(V),g.clear();const s=g.toneMapping;g.toneMapping=0,zt(t,e,i),g.toneMapping=s,Q.updateMultisampleRenderTarget(V),Q.updateRenderTargetMipmap(V),g.setRenderTarget(r)}(r,e,i),n&&J.viewport(C.copy(n)),r.length>0&&zt(r,e,i),s.length>0&&zt(s,e,i),o.length>0&&zt(o,e,i),J.buffers.depth.setTest(!0),J.buffers.depth.setMask(!0),J.buffers.color.setMask(!0),J.setPolygonOffset(!1)}function zt(t,e,i){const n=!0===e.isScene?e.overrideMaterial:null;for(let r=0,s=t.length;r0?f[f.length-1]:null,m.pop(),d=m.length>0?m[m.length-1]:null},this.getActiveCubeFace=function(){return y},this.getActiveMipmapLevel=function(){return S},this.getRenderTarget=function(){return T},this.setRenderTargetTextures=function(t,e,i){$.get(t.texture).__webglTexture=e,$.get(t.depthTexture).__webglTexture=i;const n=$.get(t);n.__hasExternalTextures=!0,n.__hasExternalTextures&&(n.__autoAllocateDepthBuffer=void 0===i,n.__autoAllocateDepthBuffer||!0===Y.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),n.__useRenderToTexture=!1))},this.setRenderTargetFramebuffer=function(t,e){const i=$.get(t);i.__webglFramebuffer=e,i.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,i=0){T=t,y=e,S=i;let n=!0,r=null,s=!1,a=!1;if(t){const i=$.get(t);void 0!==i.__useDefaultFramebuffer?(J.bindFramebuffer(36160,null),n=!1):void 0===i.__webglFramebuffer?Q.setupRenderTarget(t):i.__hasExternalTextures&&Q.rebindTextures(t,$.get(t.texture).__webglTexture,$.get(t.depthTexture).__webglTexture);const o=t.texture;(o.isData3DTexture||o.isDataArrayTexture||o.isCompressedArrayTexture)&&(a=!0);const l=$.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=l[e],s=!0):r=Z.isWebGL2&&t.samples>0&&!1===Q.useMultisampledRTT(t)?$.get(t).__webglMultisampledFramebuffer:l,C.copy(t.viewport),L.copy(t.scissor),R=t.scissorTest}else C.copy(z).multiplyScalar(D).floor(),L.copy(U).multiplyScalar(D).floor(),R=B;if(J.bindFramebuffer(36160,r)&&Z.drawBuffers&&n&&J.drawBuffers(t,r),J.viewport(C),J.scissor(L),J.setScissorTest(R),s){const n=$.get(t.texture);_t.framebufferTexture2D(36160,36064,34069+e,n.__webglTexture,i)}else if(a){const n=$.get(t.texture),r=e||0;_t.framebufferTextureLayer(36160,36064,n.__webglTexture,i||0,r)}A=-1},this.readRenderTargetPixels=function(t,e,i,n,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=$.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){J.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==w&>.convert(o)!==_t.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===b&&(Y.has("EXT_color_buffer_half_float")||Z.isWebGL2&&Y.has("EXT_color_buffer_float"));if(!(l===x||gt.convert(l)===_t.getParameter(35738)||l===M&&(Z.isWebGL2||Y.has("OES_texture_float")||Y.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-n&&i>=0&&i<=t.height-r&&_t.readPixels(e,i,n,r,gt.convert(o),gt.convert(l),s)}finally{const t=null!==T?$.get(T).__webglFramebuffer:null;J.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,i=0){const n=Math.pow(2,-i),r=Math.floor(e.image.width*n),s=Math.floor(e.image.height*n);Q.setTexture2D(e,0),_t.copyTexSubImage2D(3553,i,0,0,t.x,t.y,r,s),J.unbindTexture()},this.copyTextureToTexture=function(t,e,i,n=0){const r=e.image.width,s=e.image.height,a=gt.convert(i.format),o=gt.convert(i.type);Q.setTexture2D(i,0),_t.pixelStorei(37440,i.flipY),_t.pixelStorei(37441,i.premultiplyAlpha),_t.pixelStorei(3317,i.unpackAlignment),e.isDataTexture?_t.texSubImage2D(3553,n,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?_t.compressedTexSubImage2D(3553,n,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):_t.texSubImage2D(3553,n,t.x,t.y,a,o,e.image),0===n&&i.generateMipmaps&&_t.generateMipmap(3553),J.unbindTexture()},this.copyTextureToTexture3D=function(t,e,i,n,r=0){if(g.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const s=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=gt.convert(n.format),c=gt.convert(n.type);let h;if(n.isData3DTexture)Q.setTexture3D(n,0),h=32879;else{if(!n.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");Q.setTexture2DArray(n,0),h=35866}_t.pixelStorei(37440,n.flipY),_t.pixelStorei(37441,n.premultiplyAlpha),_t.pixelStorei(3317,n.unpackAlignment);const u=_t.getParameter(3314),d=_t.getParameter(32878),p=_t.getParameter(3316),m=_t.getParameter(3315),f=_t.getParameter(32877),v=i.isCompressedTexture?i.mipmaps[0]:i.image;_t.pixelStorei(3314,v.width),_t.pixelStorei(32878,v.height),_t.pixelStorei(3316,t.min.x),_t.pixelStorei(3315,t.min.y),_t.pixelStorei(32877,t.min.z),i.isDataTexture||i.isData3DTexture?_t.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,v.data):i.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),_t.compressedTexSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,v.data)):_t.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,v),_t.pixelStorei(3314,u),_t.pixelStorei(32878,d),_t.pixelStorei(3316,p),_t.pixelStorei(3315,m),_t.pixelStorei(32877,f),0===r&&n.generateMipmaps&&_t.generateMipmap(h),J.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?Q.setTextureCube(t,0):t.isData3DTexture?Q.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?Q.setTexture2DArray(t,0):Q.setTexture2D(t,0),J.unbindTexture()},this.resetState=function(){y=0,S=0,T=null,J.reset(),vt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}class Ys extends Xs{}Ys.prototype.isWebGL1Renderer=!0;class Zs{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new qt(t),this.density=e}clone(){return new Zs(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}class Js{constructor(t,e=1,i=1e3){this.isFog=!0,this.name="",this.color=new qt(t),this.near=e,this.far=i}clone(){return new Js(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}class Ks extends si{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(e.backgroundIntensity=this.backgroundIntensity),e}get autoUpdate(){return console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate}set autoUpdate(t){console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate=t}}class $s{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=ut,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=_t()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,i){t*=this.stride,i*=e.stride;for(let n=0,r=this.stride;nt.far||e.push({distance:o,point:na.clone(),uv:gi.getUV(na,ca,ha,ua,da,pa,ma,new Lt),face:null,object:this})}copy(t,e){return super.copy(t,e),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function ga(t,e,i,n,r,s){aa.subVectors(t,i).addScalar(.5).multiply(n),void 0!==r?(oa.x=s*aa.x-r*aa.y,oa.y=r*aa.x+s*aa.y):oa.copy(aa),t.copy(e),t.x+=oa.x,t.y+=oa.y,t.applyMatrix4(la)}const va=new re,xa=new re;class _a extends si{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,i=e.length;t0){let i,n;for(i=1,n=e.length;i0){va.setFromMatrixPosition(this.matrixWorld);const i=t.ray.origin.distanceTo(va);this.getObjectForDistance(i).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){va.setFromMatrixPosition(t.matrixWorld),xa.setFromMatrixPosition(this.matrixWorld);const i=va.distanceTo(xa)/t.zoom;let n,r;for(e[0].object.visible=!0,n=1,r=e.length;n=t))break;e[n-1].object.visible=!1,e[n].object.visible=!0}for(this._currentLevel=n-1;no)continue;u.applyMatrix4(this.matrixWorld);const s=t.ray.origin.distanceTo(u);st.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}else{for(let i=Math.max(0,s.start),n=Math.min(m.count,s.start+s.count)-1;io)continue;u.applyMatrix4(this.matrixWorld);const n=t.ray.origin.distanceTo(u);nt.far||e.push({distance:n,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;tr.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:i,index:e,face:null,object:a})}}class io extends $t{constructor(t,e,i,n,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,n,r,h,u),this.isCompressedTexture=!0,this.image={width:e,height:i},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class no{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const i=this.getUtoTmapping(t);return this.getPoint(i,e)}getPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPoint(i/t));return e}getSpacedPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPointAt(i/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let i,n=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)i=this.getPoint(s/t),r+=i.distanceTo(n),e.push(r),n=i;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const i=this.getLengths();let n=0;const r=i.length;let s;s=e||t*i[r-1];let a,o=0,l=r-1;for(;o<=l;)if(n=Math.floor(o+(l-o)/2),a=i[n]-s,a<0)o=n+1;else{if(!(a>0)){l=n;break}l=n-1}if(n=l,i[n]===s)return n/(r-1);const c=i[n];return(n+(s-c)/(i[n+1]-c))/(r-1)}getTangent(t,e){const i=1e-4;let n=t-i,r=t+i;n<0&&(n=0),r>1&&(r=1);const s=this.getPoint(n),a=this.getPoint(r),o=e||(s.isVector2?new Lt:new re);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const i=this.getUtoTmapping(t);return this.getTangent(i,e)}computeFrenetFrames(t,e){const i=new re,n=[],r=[],s=[],a=new re,o=new Ne;for(let e=0;e<=t;e++){const i=e/t;n[e]=this.getTangentAt(i,new re)}r[0]=new re,s[0]=new re;let l=Number.MAX_VALUE;const c=Math.abs(n[0].x),h=Math.abs(n[0].y),u=Math.abs(n[0].z);c<=l&&(l=c,i.set(1,0,0)),h<=l&&(l=h,i.set(0,1,0)),u<=l&&i.set(0,0,1),a.crossVectors(n[0],i).normalize(),r[0].crossVectors(n[0],a),s[0].crossVectors(n[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(n[e-1],n[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(yt(n[e-1].dot(n[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(n[e],r[e])}if(!0===e){let e=Math.acos(yt(r[0].dot(r[t]),-1,1));e/=t,n[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let i=1;i<=t;i++)r[i].applyMatrix4(o.makeRotationAxis(n[i],e*i)),s[i].crossVectors(n[i],r[i])}return{tangents:n,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class ro extends no{constructor(t=0,e=0,i=1,n=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=i,this.yRadius=n,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const i=e||new Lt,n=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)n;)r-=n;r0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=n[(l-1)%r]:(oo.subVectors(n[0],n[1]).add(n[0]),a=oo);const h=n[l%r],u=n[(l+1)%r];if(this.closed||l+2n.length-2?n.length-1:s+1],h=n[s>n.length-3?n.length-1:s+2];return i.set(po(a,o.x,l.x,c.x,h.x),po(a,o.y,l.y,c.y,h.y)),i}copy(t){super.copy(t),this.points=[];for(let e=0,i=t.points.length;e=i){const t=n[r]-i,s=this.curves[r],a=s.getLength(),o=0===a?0:1-t/a;return s.getPointAt(o,e)}r++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let i=0,n=this.curves.length;i1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,i=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class Ao extends Di{constructor(t=[new Lt(0,-.5),new Lt(.5,0),new Lt(0,.5)],e=12,i=0,n=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:i,phiLength:n},e=Math.floor(e),n=yt(n,0,2*Math.PI);const r=[],s=[],a=[],o=[],l=[],c=1/e,h=new re,u=new Lt,d=new re,p=new re,m=new re;let f=0,g=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,m.copy(d),d.normalize(),o.push(d.x,d.y,d.z);break;case t.length-1:o.push(m.x,m.y,m.z);break;default:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,p.copy(d),d.x+=m.x,d.y+=m.y,d.z+=m.z,d.normalize(),o.push(d.x,d.y,d.z),m.copy(p)}for(let r=0;r<=e;r++){const d=i+r*c*n,p=Math.sin(d),m=Math.cos(d);for(let i=0;i<=t.length-1;i++){h.x=t[i].x*p,h.y=t[i].y,h.z=t[i].x*m,s.push(h.x,h.y,h.z),u.x=r/e,u.y=i/(t.length-1),a.push(u.x,u.y);const n=o[3*i+0]*p,c=o[3*i+1],d=o[3*i+0]*m;l.push(n,c,d)}}for(let i=0;i0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new Ti(h,3)),this.setAttribute("normal",new Ti(u,3)),this.setAttribute("uv",new Ti(d,2))}static fromJSON(t){return new Lo(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Ro extends Lo{constructor(t=1,e=1,i=32,n=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,i,n,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:i,heightSegments:n,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new Ro(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Po extends Di{constructor(t=[],e=[],i=1,n=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:i,detail:n};const r=[],s=[];function a(t,e,i,n){const r=n+1,s=[];for(let n=0;n<=r;n++){s[n]=[];const a=t.clone().lerp(i,n/r),o=e.clone().lerp(i,n/r),l=r-n;for(let t=0;t<=l;t++)s[n][t]=0===t&&n===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),i<.2&&(s[t+2]+=1),n<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new Ti(r,3)),this.setAttribute("normal",new Ti(r.slice(),3)),this.setAttribute("uv",new Ti(s,2)),0===n?this.computeVertexNormals():this.normalizeNormals()}static fromJSON(t){return new Po(t.vertices,t.indices,t.radius,t.details)}}class Io extends Po{constructor(t=1,e=0){const i=(1+Math.sqrt(5))/2,n=1/i;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-n,-i,0,-n,i,0,n,-i,0,n,i,-n,-i,0,-n,i,0,n,-i,0,n,i,0,-i,0,-n,i,0,-n,-i,0,n,i,0,n],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new Io(t.radius,t.detail)}}const Do=new re,No=new re,Oo=new re,zo=new 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a=Go(a,a.next),o=Go(o,o.next),Vo(a,e,i,n,r,s,0),void Vo(o,e,i,n,r,s,0)}t=t.next}a=a.next}while(a!==t)}function Xo(t,e){return t.x-e.x}function Yo(t,e){const i=function(t,e){let i,n=e,r=-1/0;const s=t.x,a=t.y;do{if(a<=n.y&&a>=n.next.y&&n.next.y!==n.y){const t=n.x+(a-n.y)*(n.next.x-n.x)/(n.next.y-n.y);if(t<=s&&t>r&&(r=t,i=n.x=n.x&&n.x>=l&&s!==n.x&&$o(ai.x||n.x===i.x&&Zo(i,n)))&&(i=n,u=h)),n=n.next}while(n!==o);return i}(t,e);if(!i)return e;const n=al(i,t);return Go(n,n.next),Go(i,i.next)}function Zo(t,e){return tl(t.prev,t,e.prev)<0&&tl(e.next,t,t.next)<0}function Jo(t,e,i,n,r){return(t=1431655765&((t=858993459&((t=252645135&((t=16711935&((t=(t-i)*r|0)|t<<8))|t<<4))|t<<2))|t<<1))|(e=1431655765&((e=858993459&((e=252645135&((e=16711935&((e=(e-n)*r|0)|e<<8))|e<<4))|e<<2))|e<<1))<<1}function Ko(t){let e=t,i=t;do{(e.x=(t-a)*(s-o)&&(t-a)*(n-o)>=(i-a)*(e-o)&&(i-a)*(s-o)>=(r-a)*(n-o)}function Qo(t,e){return t.next.i!==e.i&&t.prev.i!==e.i&&!function(t,e){let i=t;do{if(i.i!==t.i&&i.next.i!==t.i&&i.i!==e.i&&i.next.i!==e.i&&il(i,i.next,t,e))return!0;i=i.next}while(i!==t);return!1}(t,e)&&(sl(t,e)&&sl(e,t)&&function(t,e){let i=t,n=!1;const r=(t.x+e.x)/2,s=(t.y+e.y)/2;do{i.y>s!=i.next.y>s&&i.next.y!==i.y&&r<(i.next.x-i.x)*(s-i.y)/(i.next.y-i.y)+i.x&&(n=!n),i=i.next}while(i!==t);return n}(t,e)&&(tl(t.prev,t,e.prev)||tl(t,e.prev,e))||el(t,e)&&tl(t.prev,t,t.next)>0&&tl(e.prev,e,e.next)>0)}function tl(t,e,i){return(e.y-t.y)*(i.x-e.x)-(e.x-t.x)*(i.y-e.y)}function el(t,e){return t.x===e.x&&t.y===e.y}function il(t,e,i,n){const r=rl(tl(t,e,i)),s=rl(tl(t,e,n)),a=rl(tl(i,n,t)),o=rl(tl(i,n,e));return r!==s&&a!==o||(!(0!==r||!nl(t,i,e))||(!(0!==s||!nl(t,n,e))||(!(0!==a||!nl(i,t,n))||!(0!==o||!nl(i,e,n)))))}function nl(t,e,i){return e.x<=Math.max(t.x,i.x)&&e.x>=Math.min(t.x,i.x)&&e.y<=Math.max(t.y,i.y)&&e.y>=Math.min(t.y,i.y)}function rl(t){return t>0?1:t<0?-1:0}function sl(t,e){return tl(t.prev,t,t.next)<0?tl(t,e,t.next)>=0&&tl(t,t.prev,e)>=0:tl(t,e,t.prev)<0||tl(t,t.next,e)<0}function al(t,e){const i=new cl(t.i,t.x,t.y),n=new cl(e.i,e.x,e.y),r=t.next,s=e.prev;return t.next=e,e.prev=t,i.next=r,r.prev=i,n.next=i,i.prev=n,s.next=n,n.prev=s,n}function ol(t,e,i,n){const r=new cl(t,e,i);return n?(r.next=n.next,r.prev=n,n.next.prev=r,n.next=r):(r.prev=r,r.next=r),r}function ll(t){t.next.prev=t.prev,t.prev.next=t.next,t.prevZ&&(t.prevZ.nextZ=t.nextZ),t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function cl(t,e,i){this.i=t,this.x=e,this.y=i,this.prev=null,this.next=null,this.z=0,this.prevZ=null,this.nextZ=null,this.steiner=!1}class hl{static area(t){const e=t.length;let i=0;for(let n=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function dl(t,e){for(let i=0;iNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,m=e.y+a/u,f=((i.x-c/d-p)*c-(i.y+l/d-m)*l)/(a*c-o*l);n=p+a*f-t.x,r=m+o*f-t.y;const g=n*n+r*r;if(g<=2)return new Lt(n,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(n=-o,r=a,s=Math.sqrt(h)):(n=a,r=o,s=Math.sqrt(h/2))}return new Lt(n/s,r/s)}const P=[];for(let t=0,e=A.length,i=e-1,n=t+1;t=0;t--){const e=t/p,i=h*Math.cos(e*Math.PI/2),n=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=A.length;t=0;){const n=i;let r=i-1;r<0&&(r=t.length-1);for(let t=0,i=o+2*p;t0)&&d.push(e,r,l),(t!==i-1||o0!=t>0&&this.version++,this._sheen=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!=t>0&&this.version++,this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!=t>0&&this.version++,this._iridescence=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!=t>0&&this.version++,this._transmission=t}copy(t){return super.copy(t),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=t.clearcoat,this.clearcoatMap=t.clearcoatMap,this.clearcoatRoughness=t.clearcoatRoughness,this.clearcoatRoughnessMap=t.clearcoatRoughnessMap,this.clearcoatNormalMap=t.clearcoatNormalMap,this.clearcoatNormalScale.copy(t.clearcoatNormalScale),this.ior=t.ior,this.iridescence=t.iridescence,this.iridescenceMap=t.iridescenceMap,this.iridescenceIOR=t.iridescenceIOR,this.iridescenceThicknessRange=[...t.iridescenceThicknessRange],this.iridescenceThicknessMap=t.iridescenceThicknessMap,this.sheen=t.sheen,this.sheenColor.copy(t.sheenColor),this.sheenColorMap=t.sheenColorMap,this.sheenRoughness=t.sheenRoughness,this.sheenRoughnessMap=t.sheenRoughnessMap,this.transmission=t.transmission,this.transmissionMap=t.transmissionMap,this.thickness=t.thickness,this.thicknessMap=t.thicknessMap,this.attenuationDistance=t.attenuationDistance,this.attenuationColor.copy(t.attenuationColor),this.specularIntensity=t.specularIntensity,this.specularIntensityMap=t.specularIntensityMap,this.specularColor.copy(t.specularColor),this.specularColorMap=t.specularColorMap,this}}class Pl extends xi{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new qt(16777215),this.specular=new qt(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new qt(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Lt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.specular.copy(t.specular),this.shininess=t.shininess,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Il extends xi{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new qt(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new qt(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Lt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.gradientMap=t.gradientMap,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}class Dl extends xi{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Lt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(t)}copy(t){return super.copy(t),this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.flatShading=t.flatShading,this}}class Nl extends xi{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new qt(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new qt(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Lt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Ol extends xi{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new qt(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Lt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={MATCAP:""},this.color.copy(t.color),this.matcap=t.matcap,this.map=t.map,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.flatShading=t.flatShading,this.fog=t.fog,this}}class zl extends Ba{constructor(t){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(t)}copy(t){return super.copy(t),this.scale=t.scale,this.dashSize=t.dashSize,this.gapSize=t.gapSize,this}}function Ul(t,e,i){return Fl(t)?new t.constructor(t.subarray(e,void 0!==i?i:t.length)):t.slice(e,i)}function Bl(t,e,i){return!t||!i&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function Fl(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function kl(t){const e=t.length,i=new Array(e);for(let t=0;t!==e;++t)i[t]=t;return i.sort((function(e,i){return t[e]-t[i]})),i}function Gl(t,e,i){const n=t.length,r=new t.constructor(n);for(let s=0,a=0;a!==n;++s){const n=i[s]*e;for(let i=0;i!==e;++i)r[a++]=t[n+i]}return r}function Vl(t,e,i,n){let r=1,s=t[0];for(;void 0!==s&&void 0===s[n];)s=t[r++];if(void 0===s)return;let a=s[n];if(void 0!==a)if(Array.isArray(a))do{a=s[n],void 0!==a&&(e.push(s.time),i.push.apply(i,a)),s=t[r++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[n],void 0!==a&&(e.push(s.time),a.toArray(i,i.length)),s=t[r++]}while(void 0!==s);else do{a=s[n],void 0!==a&&(e.push(s.time),i.push(a)),s=t[r++]}while(void 0!==s)}var Hl=Object.freeze({__proto__:null,arraySlice:Ul,convertArray:Bl,isTypedArray:Fl,getKeyframeOrder:kl,sortedArray:Gl,flattenJSON:Vl,subclip:function(t,e,i,n,r=30){const s=t.clone();s.name=e;const a=[];for(let t=0;t=n)){l.push(e.times[t]);for(let i=0;is.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=n.times[u]){const t=u*l+o,e=t+l-o;d=Ul(n.values,t,e)}else{const t=n.createInterpolant(),e=o,i=l-o;t.evaluate(s),d=Ul(t.resultBuffer,e,i)}if("quaternion"===r){(new ne).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const a=e[1];t=r)break e}s=i,i=0}}for(;i>>1;te;)--s;if(++s,0!==r||s!==n){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=Ul(i,r,s),this.values=Ul(this.values,r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const i=this.times,n=this.values,r=i.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const n=i[e];if("number"==typeof n&&isNaN(n)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,n),t=!1;break}if(null!==s&&s>n){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,n,s),t=!1;break}s=n}if(void 0!==n&&Fl(n))for(let e=0,i=n.length;e!==i;++e){const i=n[e];if(isNaN(i)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,i),t=!1;break}}return t}optimize(){const t=Ul(this.times),e=Ul(this.values),i=this.getValueSize(),n=this.getInterpolation()===tt,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*i,n=s*i,a=0;a!==i;++a)e[n+a]=e[t+a];++s}return s!==t.length?(this.times=Ul(t,0,s),this.values=Ul(e,0,s*i)):(this.times=t,this.values=e),this}clone(){const t=Ul(this.times,0),e=Ul(this.values,0),i=new(0,this.constructor)(this.name,t,e);return i.createInterpolant=this.createInterpolant,i}}Yl.prototype.TimeBufferType=Float32Array,Yl.prototype.ValueBufferType=Float32Array,Yl.prototype.DefaultInterpolation=Q;class Zl extends Yl{}Zl.prototype.ValueTypeName="bool",Zl.prototype.ValueBufferType=Array,Zl.prototype.DefaultInterpolation=$,Zl.prototype.InterpolantFactoryMethodLinear=void 0,Zl.prototype.InterpolantFactoryMethodSmooth=void 0;class Jl extends Yl{}Jl.prototype.ValueTypeName="color";class Kl extends Yl{}Kl.prototype.ValueTypeName="number";class $l extends Wl{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t,e,i,n){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(i-e)/(n-e);let l=t*a;for(let t=l+a;l!==t;l+=4)ne.slerpFlat(r,0,s,l-a,s,l,o);return r}}class Ql extends Yl{InterpolantFactoryMethodLinear(t){return new $l(this.times,this.values,this.getValueSize(),t)}}Ql.prototype.ValueTypeName="quaternion",Ql.prototype.DefaultInterpolation=Q,Ql.prototype.InterpolantFactoryMethodSmooth=void 0;class tc extends Yl{}tc.prototype.ValueTypeName="string",tc.prototype.ValueBufferType=Array,tc.prototype.DefaultInterpolation=$,tc.prototype.InterpolantFactoryMethodLinear=void 0,tc.prototype.InterpolantFactoryMethodSmooth=void 0;class ec extends Yl{}ec.prototype.ValueTypeName="vector";class ic{constructor(t,e=-1,i,n=2500){this.name=t,this.tracks=i,this.duration=e,this.blendMode=n,this.uuid=_t(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],i=t.tracks,n=1/(t.fps||1);for(let t=0,r=i.length;t!==r;++t)e.push(nc(i[t]).scale(n));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],i=t.tracks,n={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,n=i.length;t!==n;++t)e.push(Yl.toJSON(i[t]));return n}static CreateFromMorphTargetSequence(t,e,i,n){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=n[t];e||(n[t]=e=[]),e.push(i)}}const s=[];for(const t in n)s.push(this.CreateFromMorphTargetSequence(t,n[t],e,i));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const i=function(t,e,i,n,r){if(0!==i.length){const s=[],a=[];Vl(i,s,a,n),0!==s.length&&r.push(new t(e,s,a))}},n=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t{e&&e(r),this.manager.itemEnd(t)}),0),r;if(void 0!==lc[t])return void lc[t].push({onLoad:e,onProgress:i,onError:n});lc[t]=[],lc[t].push({onLoad:e,onProgress:i,onError:n});const s=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),a=this.mimeType,o=this.responseType;fetch(s).then((e=>{if(200===e.status||0===e.status){if(0===e.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===e.body||void 0===e.body.getReader)return e;const i=lc[t],n=e.body.getReader(),r=e.headers.get("Content-Length")||e.headers.get("X-File-Size"),s=r?parseInt(r):0,a=0!==s;let o=0;const l=new ReadableStream({start(t){!function e(){n.read().then((({done:n,value:r})=>{if(n)t.close();else{o+=r.byteLength;const n=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:s});for(let t=0,e=i.length;t{switch(o){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,a)));case"json":return t.json();default:if(void 0===a)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(a),i=e&&e[1]?e[1].toLowerCase():void 0,n=new TextDecoder(i);return t.arrayBuffer().then((t=>n.decode(t)))}}})).then((e=>{rc.add(t,e);const i=lc[t];delete lc[t];for(let t=0,n=i.length;t{const i=lc[t];if(void 0===i)throw this.manager.itemError(t),e;delete lc[t];for(let t=0,n=i.length;t{this.manager.itemEnd(t)})),this.manager.itemStart(t)}setResponseType(t){return this.responseType=t,this}setMimeType(t){return this.mimeType=t,this}}class uc extends oc{constructor(t){super(t)}load(t,e,i,n){void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=this,s=rc.get(t);if(void 0!==s)return r.manager.itemStart(t),setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s;const a=Ot("img");function o(){c(),rc.add(t,this),e&&e(this),r.manager.itemEnd(t)}function l(e){c(),n&&n(e),r.manager.itemError(t),r.manager.itemEnd(t)}function c(){a.removeEventListener("load",o,!1),a.removeEventListener("error",l,!1)}return a.addEventListener("load",o,!1),a.addEventListener("error",l,!1),"data:"!==t.slice(0,5)&&void 0!==this.crossOrigin&&(a.crossOrigin=this.crossOrigin),r.manager.itemStart(t),a.src=t,a}}class dc extends si{constructor(t,e=1){super(),this.isLight=!0,this.type="Light",this.color=new qt(t),this.intensity=e}dispose(){}copy(t,e){return super.copy(t,e),this.color.copy(t.color),this.intensity=t.intensity,this}toJSON(t){const e=super.toJSON(t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),void 0!==this.shadow&&(e.object.shadow=this.shadow.toJSON()),e}}class pc extends dc{constructor(t,e,i){super(t,i),this.isHemisphereLight=!0,this.type="HemisphereLight",this.position.copy(si.DefaultUp),this.updateMatrix(),this.groundColor=new qt(e)}copy(t,e){return super.copy(t,e),this.groundColor.copy(t.groundColor),this}}const mc=new Ne,fc=new re,gc=new re;class vc{constructor(t){this.camera=t,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new Lt(512,512),this.map=null,this.mapPass=null,this.matrix=new Ne,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new mn,this._frameExtents=new Lt(1,1),this._viewportCount=1,this._viewports=[new Qt(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(t){const e=this.camera,i=this.matrix;fc.setFromMatrixPosition(t.matrixWorld),e.position.copy(fc),gc.setFromMatrixPosition(t.target.matrixWorld),e.lookAt(gc),e.updateMatrixWorld(),mc.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this._frustum.setFromProjectionMatrix(mc),i.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),i.multiply(mc)}getViewport(t){return this._viewports[t]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}copy(t){return this.camera=t.camera.clone(),this.bias=t.bias,this.radius=t.radius,this.mapSize.copy(t.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){const t={};return 0!==this.bias&&(t.bias=this.bias),0!==this.normalBias&&(t.normalBias=this.normalBias),1!==this.radius&&(t.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(t.mapSize=this.mapSize.toArray()),t.camera=this.camera.toJSON(!1).object,delete t.camera.matrix,t}}class xc extends vc{constructor(){super(new nn(50,1,.5,500)),this.isSpotLightShadow=!0,this.focus=1}updateMatrices(t){const e=this.camera,i=2*xt*t.angle*this.focus,n=this.mapSize.width/this.mapSize.height,r=t.distance||e.far;i===e.fov&&n===e.aspect&&r===e.far||(e.fov=i,e.aspect=n,e.far=r,e.updateProjectionMatrix()),super.updateMatrices(t)}copy(t){return super.copy(t),this.focus=t.focus,this}}class _c extends dc{constructor(t,e,i=0,n=Math.PI/3,r=0,s=2){super(t,e),this.isSpotLight=!0,this.type="SpotLight",this.position.copy(si.DefaultUp),this.updateMatrix(),this.target=new si,this.distance=i,this.angle=n,this.penumbra=r,this.decay=s,this.map=null,this.shadow=new xc}get power(){return this.intensity*Math.PI}set power(t){this.intensity=t/Math.PI}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.angle=t.angle,this.penumbra=t.penumbra,this.decay=t.decay,this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}const yc=new Ne,Mc=new re,bc=new re;class Sc extends vc{constructor(){super(new nn(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new Lt(4,2),this._viewportCount=6,this._viewports=[new Qt(2,1,1,1),new Qt(0,1,1,1),new Qt(3,1,1,1),new Qt(1,1,1,1),new Qt(3,0,1,1),new Qt(1,0,1,1)],this._cubeDirections=[new re(1,0,0),new re(-1,0,0),new re(0,0,1),new re(0,0,-1),new re(0,1,0),new re(0,-1,0)],this._cubeUps=[new re(0,1,0),new re(0,1,0),new re(0,1,0),new re(0,1,0),new re(0,0,1),new re(0,0,-1)]}updateMatrices(t,e=0){const i=this.camera,n=this.matrix,r=t.distance||i.far;r!==i.far&&(i.far=r,i.updateProjectionMatrix()),Mc.setFromMatrixPosition(t.matrixWorld),i.position.copy(Mc),bc.copy(i.position),bc.add(this._cubeDirections[e]),i.up.copy(this._cubeUps[e]),i.lookAt(bc),i.updateMatrixWorld(),n.makeTranslation(-Mc.x,-Mc.y,-Mc.z),yc.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(yc)}}class wc extends dc{constructor(t,e,i=0,n=2){super(t,e),this.isPointLight=!0,this.type="PointLight",this.distance=i,this.decay=n,this.shadow=new Sc}get power(){return 4*this.intensity*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.decay=t.decay,this.shadow=t.shadow.clone(),this}}class Tc extends vc{constructor(){super(new Cn(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class Ac extends dc{constructor(t,e){super(t,e),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(si.DefaultUp),this.updateMatrix(),this.target=new si,this.shadow=new Tc}dispose(){this.shadow.dispose()}copy(t){return super.copy(t),this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}class Ec extends dc{constructor(t,e){super(t,e),this.isAmbientLight=!0,this.type="AmbientLight"}}class Cc extends dc{constructor(t,e,i=10,n=10){super(t,e),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=i,this.height=n}get power(){return this.intensity*this.width*this.height*Math.PI}set power(t){this.intensity=t/(this.width*this.height*Math.PI)}copy(t){return super.copy(t),this.width=t.width,this.height=t.height,this}toJSON(t){const e=super.toJSON(t);return e.object.width=this.width,e.object.height=this.height,e}}class Lc{constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let t=0;t<9;t++)this.coefficients.push(new re)}set(t){for(let e=0;e<9;e++)this.coefficients[e].copy(t[e]);return this}zero(){for(let t=0;t<9;t++)this.coefficients[t].set(0,0,0);return this}getAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.282095),e.addScaledVector(s[1],.488603*n),e.addScaledVector(s[2],.488603*r),e.addScaledVector(s[3],.488603*i),e.addScaledVector(s[4],i*n*1.092548),e.addScaledVector(s[5],n*r*1.092548),e.addScaledVector(s[6],.315392*(3*r*r-1)),e.addScaledVector(s[7],i*r*1.092548),e.addScaledVector(s[8],.546274*(i*i-n*n)),e}getIrradianceAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.886227),e.addScaledVector(s[1],1.023328*n),e.addScaledVector(s[2],1.023328*r),e.addScaledVector(s[3],1.023328*i),e.addScaledVector(s[4],.858086*i*n),e.addScaledVector(s[5],.858086*n*r),e.addScaledVector(s[6],.743125*r*r-.247708),e.addScaledVector(s[7],.858086*i*r),e.addScaledVector(s[8],.429043*(i*i-n*n)),e}add(t){for(let e=0;e<9;e++)this.coefficients[e].add(t.coefficients[e]);return this}addScaledSH(t,e){for(let i=0;i<9;i++)this.coefficients[i].addScaledVector(t.coefficients[i],e);return this}scale(t){for(let e=0;e<9;e++)this.coefficients[e].multiplyScalar(t);return this}lerp(t,e){for(let i=0;i<9;i++)this.coefficients[i].lerp(t.coefficients[i],e);return this}equals(t){for(let e=0;e<9;e++)if(!this.coefficients[e].equals(t.coefficients[e]))return!1;return!0}copy(t){return this.set(t.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(t,e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].fromArray(t,e+3*n);return this}toArray(t=[],e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].toArray(t,e+3*n);return t}static getBasisAt(t,e){const i=t.x,n=t.y,r=t.z;e[0]=.282095,e[1]=.488603*n,e[2]=.488603*r,e[3]=.488603*i,e[4]=1.092548*i*n,e[5]=1.092548*n*r,e[6]=.315392*(3*r*r-1),e[7]=1.092548*i*r,e[8]=.546274*(i*i-n*n)}}class Rc extends dc{constructor(t=new Lc,e=1){super(void 0,e),this.isLightProbe=!0,this.sh=t}copy(t){return super.copy(t),this.sh.copy(t.sh),this}fromJSON(t){return this.intensity=t.intensity,this.sh.fromArray(t.sh),this}toJSON(t){const e=super.toJSON(t);return e.object.sh=this.sh.toArray(),e}}class Pc extends oc{constructor(t){super(t),this.textures={}}load(t,e,i,n){const r=this,s=new hc(r.manager);s.setPath(r.path),s.setRequestHeader(r.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=this.textures;function i(t){return void 0===e[t]&&console.warn("THREE.MaterialLoader: Undefined texture",t),e[t]}const n=Pc.createMaterialFromType(t.type);if(void 0!==t.uuid&&(n.uuid=t.uuid),void 0!==t.name&&(n.name=t.name),void 0!==t.color&&void 0!==n.color&&n.color.setHex(t.color),void 0!==t.roughness&&(n.roughness=t.roughness),void 0!==t.metalness&&(n.metalness=t.metalness),void 0!==t.sheen&&(n.sheen=t.sheen),void 0!==t.sheenColor&&(n.sheenColor=(new qt).setHex(t.sheenColor)),void 0!==t.sheenRoughness&&(n.sheenRoughness=t.sheenRoughness),void 0!==t.emissive&&void 0!==n.emissive&&n.emissive.setHex(t.emissive),void 0!==t.specular&&void 0!==n.specular&&n.specular.setHex(t.specular),void 0!==t.specularIntensity&&(n.specularIntensity=t.specularIntensity),void 0!==t.specularColor&&void 0!==n.specularColor&&n.specularColor.setHex(t.specularColor),void 0!==t.shininess&&(n.shininess=t.shininess),void 0!==t.clearcoat&&(n.clearcoat=t.clearcoat),void 0!==t.clearcoatRoughness&&(n.clearcoatRoughness=t.clearcoatRoughness),void 0!==t.iridescence&&(n.iridescence=t.iridescence),void 0!==t.iridescenceIOR&&(n.iridescenceIOR=t.iridescenceIOR),void 0!==t.iridescenceThicknessRange&&(n.iridescenceThicknessRange=t.iridescenceThicknessRange),void 0!==t.transmission&&(n.transmission=t.transmission),void 0!==t.thickness&&(n.thickness=t.thickness),void 0!==t.attenuationDistance&&(n.attenuationDistance=t.attenuationDistance),void 0!==t.attenuationColor&&void 0!==n.attenuationColor&&n.attenuationColor.setHex(t.attenuationColor),void 0!==t.fog&&(n.fog=t.fog),void 0!==t.flatShading&&(n.flatShading=t.flatShading),void 0!==t.blending&&(n.blending=t.blending),void 0!==t.combine&&(n.combine=t.combine),void 0!==t.side&&(n.side=t.side),void 0!==t.shadowSide&&(n.shadowSide=t.shadowSide),void 0!==t.opacity&&(n.opacity=t.opacity),void 0!==t.transparent&&(n.transparent=t.transparent),void 0!==t.alphaTest&&(n.alphaTest=t.alphaTest),void 0!==t.depthTest&&(n.depthTest=t.depthTest),void 0!==t.depthWrite&&(n.depthWrite=t.depthWrite),void 0!==t.colorWrite&&(n.colorWrite=t.colorWrite),void 0!==t.stencilWrite&&(n.stencilWrite=t.stencilWrite),void 0!==t.stencilWriteMask&&(n.stencilWriteMask=t.stencilWriteMask),void 0!==t.stencilFunc&&(n.stencilFunc=t.stencilFunc),void 0!==t.stencilRef&&(n.stencilRef=t.stencilRef),void 0!==t.stencilFuncMask&&(n.stencilFuncMask=t.stencilFuncMask),void 0!==t.stencilFail&&(n.stencilFail=t.stencilFail),void 0!==t.stencilZFail&&(n.stencilZFail=t.stencilZFail),void 0!==t.stencilZPass&&(n.stencilZPass=t.stencilZPass),void 0!==t.wireframe&&(n.wireframe=t.wireframe),void 0!==t.wireframeLinewidth&&(n.wireframeLinewidth=t.wireframeLinewidth),void 0!==t.wireframeLinecap&&(n.wireframeLinecap=t.wireframeLinecap),void 0!==t.wireframeLinejoin&&(n.wireframeLinejoin=t.wireframeLinejoin),void 0!==t.rotation&&(n.rotation=t.rotation),1!==t.linewidth&&(n.linewidth=t.linewidth),void 0!==t.dashSize&&(n.dashSize=t.dashSize),void 0!==t.gapSize&&(n.gapSize=t.gapSize),void 0!==t.scale&&(n.scale=t.scale),void 0!==t.polygonOffset&&(n.polygonOffset=t.polygonOffset),void 0!==t.polygonOffsetFactor&&(n.polygonOffsetFactor=t.polygonOffsetFactor),void 0!==t.polygonOffsetUnits&&(n.polygonOffsetUnits=t.polygonOffsetUnits),void 0!==t.dithering&&(n.dithering=t.dithering),void 0!==t.alphaToCoverage&&(n.alphaToCoverage=t.alphaToCoverage),void 0!==t.premultipliedAlpha&&(n.premultipliedAlpha=t.premultipliedAlpha),void 0!==t.visible&&(n.visible=t.visible),void 0!==t.toneMapped&&(n.toneMapped=t.toneMapped),void 0!==t.userData&&(n.userData=t.userData),void 0!==t.vertexColors&&("number"==typeof t.vertexColors?n.vertexColors=t.vertexColors>0:n.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(n.uniforms[e]={},r.type){case"t":n.uniforms[e].value=i(r.value);break;case"c":n.uniforms[e].value=(new qt).setHex(r.value);break;case"v2":n.uniforms[e].value=(new Lt).fromArray(r.value);break;case"v3":n.uniforms[e].value=(new re).fromArray(r.value);break;case"v4":n.uniforms[e].value=(new Qt).fromArray(r.value);break;case"m3":n.uniforms[e].value=(new Rt).fromArray(r.value);break;case"m4":n.uniforms[e].value=(new Ne).fromArray(r.value);break;default:n.uniforms[e].value=r.value}}if(void 0!==t.defines&&(n.defines=t.defines),void 0!==t.vertexShader&&(n.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(n.fragmentShader=t.fragmentShader),void 0!==t.glslVersion&&(n.glslVersion=t.glslVersion),void 0!==t.extensions)for(const e in t.extensions)n.extensions[e]=t.extensions[e];if(void 0!==t.size&&(n.size=t.size),void 0!==t.sizeAttenuation&&(n.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(n.map=i(t.map)),void 0!==t.matcap&&(n.matcap=i(t.matcap)),void 0!==t.alphaMap&&(n.alphaMap=i(t.alphaMap)),void 0!==t.bumpMap&&(n.bumpMap=i(t.bumpMap)),void 0!==t.bumpScale&&(n.bumpScale=t.bumpScale),void 0!==t.normalMap&&(n.normalMap=i(t.normalMap)),void 0!==t.normalMapType&&(n.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),n.normalScale=(new Lt).fromArray(e)}return void 0!==t.displacementMap&&(n.displacementMap=i(t.displacementMap)),void 0!==t.displacementScale&&(n.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(n.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(n.roughnessMap=i(t.roughnessMap)),void 0!==t.metalnessMap&&(n.metalnessMap=i(t.metalnessMap)),void 0!==t.emissiveMap&&(n.emissiveMap=i(t.emissiveMap)),void 0!==t.emissiveIntensity&&(n.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(n.specularMap=i(t.specularMap)),void 0!==t.specularIntensityMap&&(n.specularIntensityMap=i(t.specularIntensityMap)),void 0!==t.specularColorMap&&(n.specularColorMap=i(t.specularColorMap)),void 0!==t.envMap&&(n.envMap=i(t.envMap)),void 0!==t.envMapIntensity&&(n.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(n.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(n.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(n.lightMap=i(t.lightMap)),void 0!==t.lightMapIntensity&&(n.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(n.aoMap=i(t.aoMap)),void 0!==t.aoMapIntensity&&(n.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(n.gradientMap=i(t.gradientMap)),void 0!==t.clearcoatMap&&(n.clearcoatMap=i(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(n.clearcoatRoughnessMap=i(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(n.clearcoatNormalMap=i(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(n.clearcoatNormalScale=(new Lt).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(n.iridescenceMap=i(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(n.iridescenceThicknessMap=i(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(n.transmissionMap=i(t.transmissionMap)),void 0!==t.thicknessMap&&(n.thicknessMap=i(t.thicknessMap)),void 0!==t.sheenColorMap&&(n.sheenColorMap=i(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(n.sheenRoughnessMap=i(t.sheenRoughnessMap)),n}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:El,SpriteMaterial:ea,RawShaderMaterial:Cl,ShaderMaterial:tn,PointsMaterial:Za,MeshPhysicalMaterial:Rl,MeshStandardMaterial:Ll,MeshPhongMaterial:Pl,MeshToonMaterial:Il,MeshNormalMaterial:Dl,MeshLambertMaterial:Nl,MeshDepthMaterial:Ds,MeshDistanceMaterial:Ns,MeshBasicMaterial:_i,MeshMatcapMaterial:Ol,LineDashedMaterial:zl,LineBasicMaterial:Ba,Material:xi}[t]}}class Ic{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let i=0,n=t.length;i0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t0&&this._mixBufferRegionAdditive(i,n,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(i[t]!==i[t+e]){a.setValue(i,n);break}}saveOriginalState(){const t=this.binding,e=this.buffer,i=this.valueSize,n=i*this._origIndex;t.getValue(e,n);for(let t=i,r=n;t!==r;++t)e[t]=e[n+t%i];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let i=t;i=.5)for(let n=0;n!==r;++n)t[e+n]=t[i+n]}_slerp(t,e,i,n){ne.slerpFlat(t,e,t,e,t,i,n)}_slerpAdditive(t,e,i,n,r){const s=this._workIndex*r;ne.multiplyQuaternionsFlat(t,s,t,e,t,i),ne.slerpFlat(t,e,t,e,t,s,n)}_lerp(t,e,i,n,r){const s=1-n;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[i+a]*n}}_lerpAdditive(t,e,i,n,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[i+s]*n}}}const eh="\\[\\]\\.:\\/",ih=new RegExp("["+eh+"]","g"),nh="[^"+eh+"]",rh="[^"+eh.replace("\\.","")+"]",sh=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",nh)+/(WCOD+)?/.source.replace("WCOD",rh)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",nh)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",nh)+"$"),ah=["material","materials","bones","map"];class oh{constructor(t,e,i){this.path=e,this.parsedPath=i||oh.parseTrackName(e),this.node=oh.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,i){return t&&t.isAnimationObjectGroup?new oh.Composite(t,e,i):new oh(t,e,i)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(ih,"")}static parseTrackName(t){const e=sh.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const i={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},n=i.nodeName&&i.nodeName.lastIndexOf(".");if(void 0!==n&&-1!==n){const t=i.nodeName.substring(n+1);-1!==ah.indexOf(t)&&(i.nodeName=i.nodeName.substring(0,n),i.objectName=t)}if(null===i.propertyName||0===i.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return i}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const i=t.skeleton.getBoneByName(e);if(void 0!==i)return i}if(t.children){const i=function(t){for(let n=0;n0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===st)for(let i=0,n=t.length;i!==n;++i)t[i].evaluate(s),e[i].accumulateAdditive(a);else for(let i=0,r=t.length;i!==r;++i)t[i].evaluate(s),e[i].accumulate(n,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const i=this._weightInterpolant;if(null!==i){const n=i.evaluate(t)[0];e*=n,t>i.parameterPositions[1]&&(this.stopFading(),0===n&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const i=this._timeScaleInterpolant;if(null!==i){e*=i.evaluate(t)[0],t>i.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,i=this.loop;let n=this.time+t,r=this._loopCount;const s=2202===i;if(0===t)return-1===r?n:s&&1==(1&r)?e-n:n;if(2200===i){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(n>=e)n=e;else{if(!(n<0)){this.time=n;break t}n=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),n>=e||n<0){const i=Math.floor(n/e);n-=e*i,r+=Math.abs(i);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,n=t>0?e:0,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=n,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:i})}}else this.time=n;if(s&&1==(1&r))return e-n}return n}_setEndings(t,e,i){const n=this._interpolantSettings;i?(n.endingStart=it,n.endingEnd=it):(n.endingStart=t?this.zeroSlopeAtStart?it:et:nt,n.endingEnd=e?this.zeroSlopeAtEnd?it:et:nt)}_scheduleFading(t,e,i){const n=this._mixer,r=n.time;let s=this._weightInterpolant;null===s&&(s=n._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=i,this}}const ch=new Float32Array(1);class hh{constructor(t){this.value=t}clone(){return new hh(void 0===this.value.clone?this.value:this.value.clone())}}let uh=0;function dh(t,e){return t.distance-e.distance}function ph(t,e,i,n){if(t.layers.test(e.layers)&&t.raycast(e,i),!0===n){const n=t.children;for(let t=0,r=n.length;t>-e-14,n[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(n[t]=e+15<<10,n[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(n[t]=31744,n[256|t]=64512,r[t]=24,r[256|t]=24):(n[t]=31744,n[256|t]=64512,r[t]=13,r[256|t]=13)}const s=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,i=0;for(;0==(8388608&e);)e<<=1,i-=8388608;e&=-8388609,i+=947912704,s[t]=e|i}for(let t=1024;t<2048;++t)s[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)a[t]=t<<23;a[31]=1199570944,a[32]=2147483648;for(let t=33;t<63;++t)a[t]=2147483648+(t-32<<23);a[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(o[t]=1024);return{floatView:e,uint32View:i,baseTable:n,shiftTable:r,mantissaTable:s,exponentTable:a,offsetTable:o}}var Uh=Object.freeze({__proto__:null,toHalfFloat:function(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=yt(t,-65504,65504),Oh.floatView[0]=t;const e=Oh.uint32View[0],i=e>>23&511;return Oh.baseTable[i]+((8388607&e)>>Oh.shiftTable[i])},fromHalfFloat:function(t){const e=t>>10;return Oh.uint32View[0]=Oh.mantissaTable[Oh.offsetTable[e]+(1023&t)]+Oh.exponentTable[e],Oh.floatView[0]}});"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:e}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=e),t.ACESFilmicToneMapping=4,t.AddEquation=i,t.AddOperation=2,t.AdditiveAnimationBlendMode=st,t.AdditiveBlending=2,t.AlphaFormat=1021,t.AlwaysDepth=1,t.AlwaysStencilFunc=519,t.AmbientLight=Ec,t.AmbientLightProbe=class extends Rc{constructor(t,e=1){super(void 0,e),this.isAmbientLightProbe=!0;const i=(new qt).set(t);this.sh.coefficients[0].set(i.r,i.g,i.b).multiplyScalar(2*Math.sqrt(Math.PI))}},t.AnimationClip=ic,t.AnimationLoader=class extends oc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new hc(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=[];for(let i=0;i=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,i=this._nActiveActions,n=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==i;++a){e[a]._update(n,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;t=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=n;t!==e;++t){const e=i[t],n=e[s],r=e[l];e[l]=n,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,i=this._bindings,n=i.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=n;t!==e;++t){const e=i[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const i=this._bindingsIndicesByPath;let n=i[t];const r=this._bindings;if(void 0!==n)return r[n];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);n=r.length,i[t]=n,s.push(t),a.push(e),r.push(h);for(let i=c,n=o.length;i!==n;++i){const n=o[i];h[i]=new oh(n,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,i=e[t];if(void 0!==i){const n=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=i,s[i]=o,s.pop(),r[i]=r[a],r.pop(),n[i]=n[a],n.pop()}}},t.AnimationUtils=Hl,t.ArcCurve=so,t.ArrayCamera=Fs,t.ArrowHelper=class extends si{constructor(t=new re(0,0,1),e=new re(0,0,0),i=1,n=16776960,r=.2*i,s=.2*r){super(),this.type="ArrowHelper",void 0===Dh&&(Dh=new Di,Dh.setAttribute("position",new Ti([0,0,0,0,1,0],3)),Nh=new Lo(0,.5,1,5,1),Nh.translate(0,-.5,0)),this.position.copy(e),this.line=new Wa(Dh,new Ba({color:n,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new Xi(Nh,new _i({color:n,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(t),this.setLength(i,r,s)}setDirection(t){if(t.y>.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{Ih.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(Ih,e)}}setLength(t,e=.2*t,i=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(i,e,i),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}},t.Audio=Zc,t.AudioAnalyser=class{constructor(t,e=2048){this.analyser=t.context.createAnalyser(),this.analyser.fftSize=e,this.data=new Uint8Array(this.analyser.frequencyBinCount),t.getOutput().connect(this.analyser)}getFrequencyData(){return this.analyser.getByteFrequencyData(this.data),this.data}getAverageFrequency(){let t=0;const e=this.getFrequencyData();for(let i=0;ithis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return mh.copy(t).clamp(this.min,this.max).sub(t).length()}intersect(t){return this.min.max(t.min),this.max.min(t.max),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}},t.Box3=oe,t.Box3Helper=class extends Xa{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new Di;n.setIndex(new bi(i,1)),n.setAttribute("position",new Ti([1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1],3)),super(n,new Ba({color:e,toneMapped:!1})),this.box=t,this.type="Box3Helper",this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;e.isEmpty()||(e.getCenter(this.position),e.getSize(this.scale),this.scale.multiplyScalar(.5),super.updateMatrixWorld(t))}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BoxBufferGeometry=class extends Zi{constructor(t,e,i,n,r,s){console.warn("THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry."),super(t,e,i,n,r,s)}},t.BoxGeometry=Zi,t.BoxHelper=class extends Xa{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new Float32Array(24),r=new Di;r.setIndex(new bi(i,1)),r.setAttribute("position",new bi(n,3)),super(r,new Ba({color:e,toneMapped:!1})),this.object=t,this.type="BoxHelper",this.matrixAutoUpdate=!1,this.update()}update(t){if(void 0!==t&&console.warn("THREE.BoxHelper: .update() has no longer arguments."),void 0!==this.object&&Ph.setFromObject(this.object),Ph.isEmpty())return;const e=Ph.min,i=Ph.max,n=this.geometry.attributes.position,r=n.array;r[0]=i.x,r[1]=i.y,r[2]=i.z,r[3]=e.x,r[4]=i.y,r[5]=i.z,r[6]=e.x,r[7]=e.y,r[8]=i.z,r[9]=i.x,r[10]=e.y,r[11]=i.z,r[12]=i.x,r[13]=i.y,r[14]=e.z,r[15]=e.x,r[16]=i.y,r[17]=e.z,r[18]=e.x,r[19]=e.y,r[20]=e.z,r[21]=i.x,r[22]=e.y,r[23]=e.z,n.needsUpdate=!0,this.geometry.computeBoundingSphere()}setFromObject(t){return this.object=t,this.update(),this}copy(t,e){return super.copy(t,e),this.object=t.object,this}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BufferAttribute=bi,t.BufferGeometry=Di,t.BufferGeometryLoader=Nc,t.ByteType=1010,t.Cache=rc,t.Camera=en,t.CameraHelper=class extends Xa{constructor(t){const e=new Di,i=new Ba({color:16777215,vertexColors:!0,toneMapped:!1}),n=[],r=[],s={};function a(t,e){o(t),o(e)}function o(t){n.push(0,0,0),r.push(0,0,0),void 0===s[t]&&(s[t]=[]),s[t].push(n.length/3-1)}a("n1","n2"),a("n2","n4"),a("n4","n3"),a("n3","n1"),a("f1","f2"),a("f2","f4"),a("f4","f3"),a("f3","f1"),a("n1","f1"),a("n2","f2"),a("n3","f3"),a("n4","f4"),a("p","n1"),a("p","n2"),a("p","n3"),a("p","n4"),a("u1","u2"),a("u2","u3"),a("u3","u1"),a("c","t"),a("p","c"),a("cn1","cn2"),a("cn3","cn4"),a("cf1","cf2"),a("cf3","cf4"),e.setAttribute("position",new Ti(n,3)),e.setAttribute("color",new Ti(r,3)),super(e,i),this.type="CameraHelper",this.camera=t,this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.pointMap=s,this.update();const l=new qt(16755200),c=new qt(16711680),h=new qt(43775),u=new qt(16777215),d=new qt(3355443);this.setColors(l,c,h,u,d)}setColors(t,e,i,n,r){const s=this.geometry.getAttribute("color");s.setXYZ(0,t.r,t.g,t.b),s.setXYZ(1,t.r,t.g,t.b),s.setXYZ(2,t.r,t.g,t.b),s.setXYZ(3,t.r,t.g,t.b),s.setXYZ(4,t.r,t.g,t.b),s.setXYZ(5,t.r,t.g,t.b),s.setXYZ(6,t.r,t.g,t.b),s.setXYZ(7,t.r,t.g,t.b),s.setXYZ(8,t.r,t.g,t.b),s.setXYZ(9,t.r,t.g,t.b),s.setXYZ(10,t.r,t.g,t.b),s.setXYZ(11,t.r,t.g,t.b),s.setXYZ(12,t.r,t.g,t.b),s.setXYZ(13,t.r,t.g,t.b),s.setXYZ(14,t.r,t.g,t.b),s.setXYZ(15,t.r,t.g,t.b),s.setXYZ(16,t.r,t.g,t.b),s.setXYZ(17,t.r,t.g,t.b),s.setXYZ(18,t.r,t.g,t.b),s.setXYZ(19,t.r,t.g,t.b),s.setXYZ(20,t.r,t.g,t.b),s.setXYZ(21,t.r,t.g,t.b),s.setXYZ(22,t.r,t.g,t.b),s.setXYZ(23,t.r,t.g,t.b),s.setXYZ(24,e.r,e.g,e.b),s.setXYZ(25,e.r,e.g,e.b),s.setXYZ(26,e.r,e.g,e.b),s.setXYZ(27,e.r,e.g,e.b),s.setXYZ(28,e.r,e.g,e.b),s.setXYZ(29,e.r,e.g,e.b),s.setXYZ(30,e.r,e.g,e.b),s.setXYZ(31,e.r,e.g,e.b),s.setXYZ(32,i.r,i.g,i.b),s.setXYZ(33,i.r,i.g,i.b),s.setXYZ(34,i.r,i.g,i.b),s.setXYZ(35,i.r,i.g,i.b),s.setXYZ(36,i.r,i.g,i.b),s.setXYZ(37,i.r,i.g,i.b),s.setXYZ(38,n.r,n.g,n.b),s.setXYZ(39,n.r,n.g,n.b),s.setXYZ(40,r.r,r.g,r.b),s.setXYZ(41,r.r,r.g,r.b),s.setXYZ(42,r.r,r.g,r.b),s.setXYZ(43,r.r,r.g,r.b),s.setXYZ(44,r.r,r.g,r.b),s.setXYZ(45,r.r,r.g,r.b),s.setXYZ(46,r.r,r.g,r.b),s.setXYZ(47,r.r,r.g,r.b),s.setXYZ(48,r.r,r.g,r.b),s.setXYZ(49,r.r,r.g,r.b),s.needsUpdate=!0}update(){const t=this.geometry,e=this.pointMap;Lh.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse),Rh("c",e,t,Lh,0,0,-1),Rh("t",e,t,Lh,0,0,1),Rh("n1",e,t,Lh,-1,-1,-1),Rh("n2",e,t,Lh,1,-1,-1),Rh("n3",e,t,Lh,-1,1,-1),Rh("n4",e,t,Lh,1,1,-1),Rh("f1",e,t,Lh,-1,-1,1),Rh("f2",e,t,Lh,1,-1,1),Rh("f3",e,t,Lh,-1,1,1),Rh("f4",e,t,Lh,1,1,1),Rh("u1",e,t,Lh,.7,1.1,-1),Rh("u2",e,t,Lh,-.7,1.1,-1),Rh("u3",e,t,Lh,0,2,-1),Rh("cf1",e,t,Lh,-1,0,1),Rh("cf2",e,t,Lh,1,0,1),Rh("cf3",e,t,Lh,0,-1,1),Rh("cf4",e,t,Lh,0,1,1),Rh("cn1",e,t,Lh,-1,0,-1),Rh("cn2",e,t,Lh,1,0,-1),Rh("cn3",e,t,Lh,0,-1,-1),Rh("cn4",e,t,Lh,0,1,-1),t.getAttribute("position").needsUpdate=!0}dispose(){this.geometry.dispose(),this.material.dispose()}},t.CanvasTexture=class extends $t{constructor(t,e,i,n,r,s,a,o,l){super(t,e,i,n,r,s,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}},t.CapsuleBufferGeometry=class extends Eo{constructor(t,e,i,n){console.warn("THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry."),super(t,e,i,n)}},t.CapsuleGeometry=Eo,t.CatmullRomCurve3=uo,t.CineonToneMapping=3,t.CircleBufferGeometry=class extends Co{constructor(t,e,i,n){console.warn("THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry."),super(t,e,i,n)}},t.CircleGeometry=Co,t.ClampToEdgeWrapping=h,t.Clock=Hc,t.Color=qt,t.ColorKeyframeTrack=Jl,t.ColorManagement=Ft,t.CompressedArrayTexture=class extends io{constructor(t,e,i,n,r,s){super(t,e,i,r,s),this.isCompressedArrayTexture=!0,this.image.depth=n,this.wrapR=h}},t.CompressedTexture=io,t.CompressedTextureLoader=class extends oc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=[],a=new io,o=new hc(this.manager);o.setPath(this.path),o.setResponseType("arraybuffer"),o.setRequestHeader(this.requestHeader),o.setWithCredentials(r.withCredentials);let l=0;function c(c){o.load(t[c],(function(t){const 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t!==e?(i-t)/(e-t):0},lerp:Tt,damp:function(t,e,i,n){return Tt(t,e,1-Math.exp(-i*n))},pingpong:function(t,e=1){return e-Math.abs(St(t,2*e)-e)},smoothstep:function(t,e,i){return t<=e?0:t>=i?1:(t=(t-e)/(i-e))*t*(3-2*t)},smootherstep:function(t,e,i){return t<=e?0:t>=i?1:(t=(t-e)/(i-e))*t*t*(t*(6*t-15)+10)},randInt:function(t,e){return t+Math.floor(Math.random()*(e-t+1))},randFloat:function(t,e){return t+Math.random()*(e-t)},randFloatSpread:function(t){return t*(.5-Math.random())},seededRandom:function(t){void 0!==t&&(_t=t);let e=_t+=1831565813;return e=Math.imul(e^e>>>15,1|e),e^=e+Math.imul(e^e>>>7,61|e),((e^e>>>14)>>>0)/4294967296},degToRad:function(t){return t*yt},radToDeg:function(t){return t*Mt},isPowerOfTwo:At,ceilPowerOfTwo:Et,floorPowerOfTwo:Ct,setQuaternionFromProperEuler:function(t,e,i,n,r){const s=Math.cos,a=Math.sin,o=s(i/2),l=a(i/2),c=s((e+n)/2),h=a((e+n)/2),u=s((e-n)/2),d=a((e-n)/2),p=s((n-e)/2),m=a((n-e)/2);switch(r){case"XYX":t.set(o*h,l*u,l*d,o*c);break;case"YZY":t.set(l*d,o*h,l*u,o*c);break;case"ZXZ":t.set(l*u,l*d,o*h,o*c);break;case"XZX":t.set(o*h,l*m,l*p,o*c);break;case"YXY":t.set(l*p,o*h,l*m,o*c);break;case"ZYZ":t.set(l*m,l*p,o*h,o*c);break;default:console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: "+r)}},normalize:Rt,denormalize:Lt});class It{constructor(t=0,e=0){It.prototype.isVector2=!0,this.x=t,this.y=e}get width(){return this.x}set width(t){this.x=t}get height(){return this.y}set height(t){this.y=t}set(t,e){return this.x=t,this.y=e,this}setScalar(t){return this.x=t,this.y=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y)}copy(t){return this.x=t.x,this.y=t.y,this}add(t){return this.x+=t.x,this.y+=t.y,this}addScalar(t){return this.x+=t,this.y+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,i=this.y,n=t.elements;return this.x=n[0]*e+n[3]*i+n[6],this.y=n[1]*e+n[4]*i+n[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return 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}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y;return e*e+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const i=Math.cos(e),n=Math.sin(e),r=this.x-t.x,s=this.y-t.y;return this.x=r*i-s*n+t.x,this.y=r*n+s*i+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class Dt{constructor(){Dt.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1]}set(t,e,i,n,r,s,a,o,l){const c=this.elements;return c[0]=t,c[1]=n,c[2]=a,c[3]=e,c[4]=r,c[5]=o,c[6]=i,c[7]=s,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],this}extractBasis(t,e,i){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),i.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[3],o=i[6],l=i[1],c=i[4],h=i[7],u=i[2],d=i[5],p=i[8],m=n[0],f=n[3],g=n[6],v=n[1],x=n[4],_=n[7],y=n[2],M=n[5],b=n[8];return r[0]=s*m+a*v+o*y,r[3]=s*f+a*x+o*M,r[6]=s*g+a*_+o*b,r[1]=l*m+c*v+h*y,r[4]=l*f+c*x+h*M,r[7]=l*g+c*_+h*b,r[2]=u*m+d*v+p*y,r[5]=u*f+d*x+p*M,r[8]=u*g+d*_+p*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-i*r*c+i*a*o+n*r*l-n*s*o}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+i*u+n*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const m=1/p;return t[0]=h*m,t[1]=(n*l-c*i)*m,t[2]=(a*i-n*s)*m,t[3]=u*m,t[4]=(c*e-n*o)*m,t[5]=(n*r-a*e)*m,t[6]=d*m,t[7]=(i*o-l*e)*m,t[8]=(s*e-i*r)*m,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,i,n,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(i*o,i*l,-i*(o*s+l*a)+s+t,-n*l,n*o,-n*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){return this.premultiply(Nt.makeScale(t,e)),this}rotate(t){return this.premultiply(Nt.makeRotation(-t)),this}translate(t,e){return this.premultiply(Nt.makeTranslation(t,e)),this}makeTranslation(t,e){return this.set(1,0,t,0,1,e,0,0,1),this}makeRotation(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,i,e,0,0,0,1),this}makeScale(t,e){return this.set(t,0,0,0,e,0,0,0,1),this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<9;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<9;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}const Nt=new Dt;function Ot(t){for(let e=t.length-1;e>=0;--e)if(t[e]>=65535)return!0;return!1}const zt={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function Ut(t,e){return new zt[t](e)}function Bt(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)}function Ft(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function kt(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}const Gt={[ut]:{[dt]:Ft},[dt]:{[ut]:kt}},Vt={legacyMode:!0,get workingColorSpace(){return dt},set workingColorSpace(t){console.warn("THREE.ColorManagement: .workingColorSpace is readonly.")},convert:function(t,e,i){if(this.legacyMode||e===i||!e||!i)return t;if(Gt[e]&&void 0!==Gt[e][i]){const n=Gt[e][i];return t.r=n(t.r),t.g=n(t.g),t.b=n(t.b),t}throw new Error("Unsupported color space conversion.")},fromWorkingColorSpace:function(t,e){return this.convert(t,this.workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this.workingColorSpace)}},Ht={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Wt={r:0,g:0,b:0},jt={h:0,s:0,l:0},qt={h:0,s:0,l:0};function Xt(t,e,i){return i<0&&(i+=1),i>1&&(i-=1),i<1/6?t+6*(e-t)*i:i<.5?e:i<2/3?t+6*(e-t)*(2/3-i):t}function Yt(t,e){return e.r=t.r,e.g=t.g,e.b=t.b,e}class Zt{constructor(t,e,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===e&&void 0===i?this.set(t):this.setRGB(t,e,i)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=ut){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,Vt.toWorkingColorSpace(this,e),this}setRGB(t,e,i,n=Vt.workingColorSpace){return this.r=t,this.g=e,this.b=i,Vt.toWorkingColorSpace(this,n),this}setHSL(t,e,i,n=Vt.workingColorSpace){if(t=St(t,1),e=wt(e,0,1),i=wt(i,0,1),0===e)this.r=this.g=this.b=i;else{const n=i<=.5?i*(1+e):i+e-i*e,r=2*i-n;this.r=Xt(r,n,t+1/3),this.g=Xt(r,n,t),this.b=Xt(r,n,t-1/3)}return Vt.toWorkingColorSpace(this,n),this}setStyle(t,e=ut){function i(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const r=n[1],s=n[2];switch(r){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,Vt.toWorkingColorSpace(this,e),i(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,Vt.toWorkingColorSpace(this,e),i(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s)){const n=parseFloat(t[1])/360,r=parseFloat(t[2])/100,s=parseFloat(t[3])/100;return i(t[4]),this.setHSL(n,r,s,e)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],i=t.length;if(3===i)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,Vt.toWorkingColorSpace(this,e),this;if(6===i)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,Vt.toWorkingColorSpace(this,e),this}return t&&t.length>0?this.setColorName(t,e):this}setColorName(t,e=ut){const i=Ht[t.toLowerCase()];return void 0!==i?this.setHex(i,e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copySRGBToLinear(t){return this.r=Ft(t.r),this.g=Ft(t.g),this.b=Ft(t.b),this}copyLinearToSRGB(t){return this.r=kt(t.r),this.g=kt(t.g),this.b=kt(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=ut){return Vt.fromWorkingColorSpace(Yt(this,Wt),t),wt(255*Wt.r,0,255)<<16^wt(255*Wt.g,0,255)<<8^wt(255*Wt.b,0,255)<<0}getHexString(t=ut){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=Vt.workingColorSpace){Vt.fromWorkingColorSpace(Yt(this,Wt),e);const i=Wt.r,n=Wt.g,r=Wt.b,s=Math.max(i,n,r),a=Math.min(i,n,r);let o,l;const c=(a+s)/2;if(a===s)o=0,l=0;else{const t=s-a;switch(l=c<=.5?t/(s+a):t/(2-s-a),s){case i:o=(n-r)/t+(n2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=Bt("canvas");e.width=t.width,e.height=t.height;const i=e.getContext("2d");i.drawImage(t,0,0,t.width,t.height);const n=i.getImageData(0,0,t.width,t.height),r=n.data;for(let t=0;t0&&(i.userData=this.userData),e||(t.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==n)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case c:t.x=t.x-Math.floor(t.x);break;case h:t.x=t.x<0?0:1;break;case u:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case c:t.y=t.y-Math.floor(t.y);break;case h:t.y=t.y<0?0:1;break;case u:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}}ee.DEFAULT_IMAGE=null,ee.DEFAULT_MAPPING=n,ee.DEFAULT_ANISOTROPY=1;class ie{constructor(t=0,e=0,i=0,n=1){ie.prototype.isVector4=!0,this.x=t,this.y=e,this.z=i,this.w=n}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,i,n){return this.x=t,this.y=e,this.z=i,this.w=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){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: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*i+s[8]*n+s[12]*r,this.y=s[1]*e+s[5]*i+s[9]*n+s[13]*r,this.z=s[2]*e+s[6]*i+s[10]*n+s[14]*r,this.w=s[3]*e+s[7]*i+s[11]*n+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,i,n,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],m=o[2],f=o[6],g=o[10];if(Math.abs(c-u)o&&t>v?tv?o=0?1:-1,n=1-e*e;if(n>Number.EPSILON){const r=Math.sqrt(n),s=Math.atan2(r,e*i);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*i;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+m*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,i,n,r,s){const a=i[n],o=i[n+1],l=i[n+2],c=i[n+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,i,n){return this._x=t,this._y=e,this._z=i,this._w=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){const i=t._x,n=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(i/2),c=a(n/2),h=a(r/2),u=o(i/2),d=o(n/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const i=e/2,n=Math.sin(i);return this._x=t.x*n,this._y=t.y*n,this._z=t.z*n,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,i=e[0],n=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=i+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-n)*t}else if(i>a&&i>h){const t=2*Math.sqrt(1+i-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(n+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-i-h);this._w=(r-l)/t,this._x=(n+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-i-a);this._w=(s-n)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let i=t.dot(e)+1;return iMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=i):(this._x=0,this._y=-t.z,this._z=t.y,this._w=i)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=i),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(wt(this.dot(t),-1,1)))}rotateTowards(t,e){const i=this.angleTo(t);if(0===i)return this;const n=Math.min(1,e/i);return this.slerp(t,n),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t){return this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const i=t._x,n=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=i*c+s*a+n*l-r*o,this._y=n*c+s*o+r*a-i*l,this._z=r*c+s*l+i*o-n*a,this._w=s*c-i*a-n*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const i=this._x,n=this._y,r=this._z,s=this._w;let a=s*t._w+i*t._x+n*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=i,this._y=n,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*i+e*this._x,this._y=t*n+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=i*h+this._x*u,this._y=n*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,i){return this.copy(t).slerp(e,i)}random(){const t=Math.random(),e=Math.sqrt(1-t),i=Math.sqrt(t),n=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(e*Math.cos(n),i*Math.sin(r),i*Math.cos(r),e*Math.sin(n))}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class oe{constructor(t=0,e=0,i=0){oe.prototype.isVector3=!0,this.x=t,this.y=e,this.z=i}set(t,e,i){return void 0===i&&(i=this.z),this.x=t,this.y=e,this.z=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return this.applyQuaternion(ce.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(ce.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[3]*i+r[6]*n,this.y=r[1]*e+r[4]*i+r[7]*n,this.z=r[2]*e+r[5]*i+r[8]*n,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=t.elements,s=1/(r[3]*e+r[7]*i+r[11]*n+r[15]);return this.x=(r[0]*e+r[4]*i+r[8]*n+r[12])*s,this.y=(r[1]*e+r[5]*i+r[9]*n+r[13])*s,this.z=(r[2]*e+r[6]*i+r[10]*n+r[14])*s,this}applyQuaternion(t){const e=this.x,i=this.y,n=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*n-a*i,c=o*i+a*e-r*n,h=o*n+r*i-s*e,u=-r*e-s*i-a*n;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[4]*i+r[8]*n,this.y=r[1]*e+r[5]*i+r[9]*n,this.z=r[2]*e+r[6]*i+r[10]*n,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return 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}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this.z=t.z+(e.z-t.z)*i,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const i=t.x,n=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=n*o-r*a,this.y=r*s-i*o,this.z=i*a-n*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const i=t.dot(this)/e;return this.copy(t).multiplyScalar(i)}projectOnPlane(t){return le.copy(this).projectOnVector(t),this.sub(le)}reflect(t){return this.sub(le.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const i=this.dot(t)/e;return Math.acos(wt(i,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y,n=this.z-t.z;return e*e+i*i+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,i){const n=Math.sin(e)*t;return this.x=n*Math.sin(i),this.y=Math.cos(e)*t,this.z=n*Math.cos(i),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,i){return this.x=t*Math.sin(e),this.y=i,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),i=this.setFromMatrixColumn(t,1).length(),n=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=i,this.z=n,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,i=Math.sqrt(1-t**2);return this.x=i*Math.cos(e),this.y=i*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const le=new oe,ce=new ae;class he{constructor(t=new oe(1/0,1/0,1/0),e=new oe(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.length;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,i=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,de),de.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,i;return t.normal.x>0?(e=t.normal.x*this.min.x,i=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,i=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,i+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,i+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,i+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,i+=t.normal.z*this.min.z),e<=-t.constant&&i>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(ye),Me.subVectors(this.max,ye),me.subVectors(t.a,ye),fe.subVectors(t.b,ye),ge.subVectors(t.c,ye),ve.subVectors(fe,me),xe.subVectors(ge,fe),_e.subVectors(me,ge);let e=[0,-ve.z,ve.y,0,-xe.z,xe.y,0,-_e.z,_e.y,ve.z,0,-ve.x,xe.z,0,-xe.x,_e.z,0,-_e.x,-ve.y,ve.x,0,-xe.y,xe.x,0,-_e.y,_e.x,0];return!!Se(e,me,fe,ge,Me)&&(e=[1,0,0,0,1,0,0,0,1],!!Se(e,me,fe,ge,Me)&&(be.crossVectors(ve,xe),e=[be.x,be.y,be.z],Se(e,me,fe,ge,Me)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return de.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return this.getCenter(t.center),t.radius=.5*this.getSize(de).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(ue[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),ue[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),ue[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),ue[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),ue[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),ue[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),ue[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),ue[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(ue)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const ue=[new oe,new oe,new oe,new oe,new oe,new oe,new oe,new oe],de=new oe,pe=new he,me=new oe,fe=new oe,ge=new oe,ve=new oe,xe=new oe,_e=new oe,ye=new oe,Me=new oe,be=new oe,we=new oe;function Se(t,e,i,n,r){for(let s=0,a=t.length-3;s<=a;s+=3){we.fromArray(t,s);const a=r.x*Math.abs(we.x)+r.y*Math.abs(we.y)+r.z*Math.abs(we.z),o=e.dot(we),l=i.dot(we),c=n.dot(we);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const Te=new he,Ae=new oe,Ee=new oe;class Ce{constructor(t=new oe,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const i=this.center;void 0!==e?i.copy(e):Te.setFromPoints(t).getCenter(i);let n=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){if(this.isEmpty())return this.center.copy(t),this.radius=0,this;Ae.subVectors(t,this.center);const e=Ae.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),i=.5*(t-this.radius);this.center.addScaledVector(Ae,i/t),this.radius+=i}return this}union(t){return t.isEmpty()?this:this.isEmpty()?(this.copy(t),this):(!0===this.center.equals(t.center)?this.radius=Math.max(this.radius,t.radius):(Ee.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(Ae.copy(t.center).add(Ee)),this.expandByPoint(Ae.copy(t.center).sub(Ee))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Le=new oe,Re=new oe,Pe=new oe,Ie=new oe,De=new oe,Ne=new oe,Oe=new oe;class ze{constructor(t=new oe,e=new oe(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Le)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const i=e.dot(this.direction);return i<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(i).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Le.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Le.copy(this.direction).multiplyScalar(e).add(this.origin),Le.distanceToSquared(t))}distanceSqToSegment(t,e,i,n){Re.copy(t).add(e).multiplyScalar(.5),Pe.copy(e).sub(t).normalize(),Ie.copy(this.origin).sub(Re);const r=.5*t.distanceTo(e),s=-this.direction.dot(Pe),a=Ie.dot(this.direction),o=-Ie.dot(Pe),l=Ie.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return i&&i.copy(this.direction).multiplyScalar(h).add(this.origin),n&&n.copy(Pe).multiplyScalar(u).add(Re),d}intersectSphere(t,e){Le.subVectors(t.center,this.origin);const i=Le.dot(this.direction),n=Le.dot(Le)-i*i,r=t.radius*t.radius;if(n>r)return null;const s=Math.sqrt(r-n),a=i-s,o=i+s;return a<0&&o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const i=-(this.origin.dot(t.normal)+t.constant)/e;return i>=0?i:null}intersectPlane(t,e){const i=this.distanceToPlane(t);return null===i?null:this.at(i,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let i,n,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(i=(t.min.x-u.x)*l,n=(t.max.x-u.x)*l):(i=(t.max.x-u.x)*l,n=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),i>s||r>n?null:((r>i||isNaN(i))&&(i=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),i>o||a>n?null:((a>i||i!=i)&&(i=a),(o=0?i:n,e)))}intersectsBox(t){return null!==this.intersectBox(t,Le)}intersectTriangle(t,e,i,n,r){De.subVectors(e,t),Ne.subVectors(i,t),Oe.crossVectors(De,Ne);let s,a=this.direction.dot(Oe);if(a>0){if(n)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}Ie.subVectors(this.origin,t);const o=s*this.direction.dot(Ne.crossVectors(Ie,Ne));if(o<0)return null;const l=s*this.direction.dot(De.cross(Ie));if(l<0)return null;if(o+l>a)return null;const c=-s*Ie.dot(Oe);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Ue{constructor(){Ue.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}set(t,e,i,n,r,s,a,o,l,c,h,u,d,p,m,f){const g=this.elements;return g[0]=t,g[4]=e,g[8]=i,g[12]=n,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=m,g[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new Ue).fromArray(this.elements)}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],e[9]=i[9],e[10]=i[10],e[11]=i[11],e[12]=i[12],e[13]=i[13],e[14]=i[14],e[15]=i[15],this}copyPosition(t){const e=this.elements,i=t.elements;return e[12]=i[12],e[13]=i[13],e[14]=i[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,i){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(t,e,i){return this.set(t.x,e.x,i.x,0,t.y,e.y,i.y,0,t.z,e.z,i.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,i=t.elements,n=1/Be.setFromMatrixColumn(t,0).length(),r=1/Be.setFromMatrixColumn(t,1).length(),s=1/Be.setFromMatrixColumn(t,2).length();return e[0]=i[0]*n,e[1]=i[1]*n,e[2]=i[2]*n,e[3]=0,e[4]=i[4]*r,e[5]=i[5]*r,e[6]=i[6]*r,e[7]=0,e[8]=i[8]*s,e[9]=i[9]*s,e[10]=i[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,i=t.x,n=t.y,r=t.z,s=Math.cos(i),a=Math.sin(i),o=Math.cos(n),l=Math.sin(n),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=i+n*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=n+i*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t+r*a,e[4]=n*a-i,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=i*a-n,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=n+i*a,e[1]=i+n*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=n*l-i,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=i*l-n,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=n*h+i,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=i*h+n,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=i*h-n,e[2]=n*h-i,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(ke,t,Ge)}lookAt(t,e,i){const n=this.elements;return We.subVectors(t,e),0===We.lengthSq()&&(We.z=1),We.normalize(),Ve.crossVectors(i,We),0===Ve.lengthSq()&&(1===Math.abs(i.z)?We.x+=1e-4:We.z+=1e-4,We.normalize(),Ve.crossVectors(i,We)),Ve.normalize(),He.crossVectors(We,Ve),n[0]=Ve.x,n[4]=He.x,n[8]=We.x,n[1]=Ve.y,n[5]=He.y,n[9]=We.y,n[2]=Ve.z,n[6]=He.z,n[10]=We.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[4],o=i[8],l=i[12],c=i[1],h=i[5],u=i[9],d=i[13],p=i[2],m=i[6],f=i[10],g=i[14],v=i[3],x=i[7],_=i[11],y=i[15],M=n[0],b=n[4],w=n[8],S=n[12],T=n[1],A=n[5],E=n[9],C=n[13],L=n[2],R=n[6],P=n[10],I=n[14],D=n[3],N=n[7],O=n[11],z=n[15];return r[0]=s*M+a*T+o*L+l*D,r[4]=s*b+a*A+o*R+l*N,r[8]=s*w+a*E+o*P+l*O,r[12]=s*S+a*C+o*I+l*z,r[1]=c*M+h*T+u*L+d*D,r[5]=c*b+h*A+u*R+d*N,r[9]=c*w+h*E+u*P+d*O,r[13]=c*S+h*C+u*I+d*z,r[2]=p*M+m*T+f*L+g*D,r[6]=p*b+m*A+f*R+g*N,r[10]=p*w+m*E+f*P+g*O,r[14]=p*S+m*C+f*I+g*z,r[3]=v*M+x*T+_*L+y*D,r[7]=v*b+x*A+_*R+y*N,r[11]=v*w+x*E+_*P+y*O,r[15]=v*S+x*C+_*I+y*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[4],n=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-n*l*h-r*a*u+i*l*u+n*a*d-i*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-n*s*d+n*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+i*s*d+r*a*c-i*l*c)+t[15]*(-n*a*c-e*o*h+e*a*u+n*s*h-i*s*u+i*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,i){const n=this.elements;return t.isVector3?(n[12]=t.x,n[13]=t.y,n[14]=t.z):(n[12]=t,n[13]=e,n[14]=i),this}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],g=t[15],v=h*f*l-m*u*l+m*o*d-a*f*d-h*o*g+a*u*g,x=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,_=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,y=p*h*o-c*m*o-p*a*u+s*m*u+c*a*f-s*h*f,M=e*v+i*x+n*_+r*y;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/M;return t[0]=v*b,t[1]=(m*u*r-h*f*r-m*n*d+i*f*d+h*n*g-i*u*g)*b,t[2]=(a*f*r-m*o*r+m*n*l-i*f*l-a*n*g+i*o*g)*b,t[3]=(h*o*r-a*u*r-h*n*l+i*u*l+a*n*d-i*o*d)*b,t[4]=x*b,t[5]=(c*f*r-p*u*r+p*n*d-e*f*d-c*n*g+e*u*g)*b,t[6]=(p*o*r-s*f*r-p*n*l+e*f*l+s*n*g-e*o*g)*b,t[7]=(s*u*r-c*o*r+c*n*l-e*u*l-s*n*d+e*o*d)*b,t[8]=_*b,t[9]=(p*h*r-c*m*r-p*i*d+e*m*d+c*i*g-e*h*g)*b,t[10]=(s*m*r-p*a*r+p*i*l-e*m*l-s*i*g+e*a*g)*b,t[11]=(c*a*r-s*h*r-c*i*l+e*h*l+s*i*d-e*a*d)*b,t[12]=y*b,t[13]=(c*m*n-p*h*n+p*i*u-e*m*u-c*i*f+e*h*f)*b,t[14]=(p*a*n-s*m*n-p*i*o+e*m*o+s*i*f-e*a*f)*b,t[15]=(s*h*n-c*a*n+c*i*o-e*h*o-s*i*u+e*a*u)*b,this}scale(t){const e=this.elements,i=t.x,n=t.y,r=t.z;return e[0]*=i,e[4]*=n,e[8]*=r,e[1]*=i,e[5]*=n,e[9]*=r,e[2]*=i,e[6]*=n,e[10]*=r,e[3]*=i,e[7]*=n,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],i=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],n=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,i,n))}makeTranslation(t,e,i){return this.set(1,0,0,t,0,1,0,e,0,0,1,i,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),i=Math.sin(t);return this.set(1,0,0,0,0,e,-i,0,0,i,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,0,i,0,0,1,0,0,-i,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,0,i,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const i=Math.cos(e),n=Math.sin(e),r=1-i,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+i,l*a-n*o,l*o+n*a,0,l*a+n*o,c*a+i,c*o-n*s,0,l*o-n*a,c*o+n*s,r*o*o+i,0,0,0,0,1),this}makeScale(t,e,i){return this.set(t,0,0,0,0,e,0,0,0,0,i,0,0,0,0,1),this}makeShear(t,e,i,n,r,s){return this.set(1,i,r,0,t,1,s,0,e,n,1,0,0,0,0,1),this}compose(t,e,i){const n=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,m=s*c,f=s*h,g=a*h,v=o*l,x=o*c,_=o*h,y=i.x,M=i.y,b=i.z;return n[0]=(1-(m+g))*y,n[1]=(d+_)*y,n[2]=(p-x)*y,n[3]=0,n[4]=(d-_)*M,n[5]=(1-(u+g))*M,n[6]=(f+v)*M,n[7]=0,n[8]=(p+x)*b,n[9]=(f-v)*b,n[10]=(1-(u+m))*b,n[11]=0,n[12]=t.x,n[13]=t.y,n[14]=t.z,n[15]=1,this}decompose(t,e,i){const n=this.elements;let r=Be.set(n[0],n[1],n[2]).length();const s=Be.set(n[4],n[5],n[6]).length(),a=Be.set(n[8],n[9],n[10]).length();this.determinant()<0&&(r=-r),t.x=n[12],t.y=n[13],t.z=n[14],Fe.copy(this);const o=1/r,l=1/s,c=1/a;return Fe.elements[0]*=o,Fe.elements[1]*=o,Fe.elements[2]*=o,Fe.elements[4]*=l,Fe.elements[5]*=l,Fe.elements[6]*=l,Fe.elements[8]*=c,Fe.elements[9]*=c,Fe.elements[10]*=c,e.setFromRotationMatrix(Fe),i.x=r,i.y=s,i.z=a,this}makePerspective(t,e,i,n,r,s){const a=this.elements,o=2*r/(e-t),l=2*r/(i-n),c=(e+t)/(e-t),h=(i+n)/(i-n),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,i,n,r,s){const a=this.elements,o=1/(e-t),l=1/(i-n),c=1/(s-r),h=(e+t)*o,u=(i+n)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<16;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<16;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t[e+9]=i[9],t[e+10]=i[10],t[e+11]=i[11],t[e+12]=i[12],t[e+13]=i[13],t[e+14]=i[14],t[e+15]=i[15],t}}const Be=new oe,Fe=new Ue,ke=new oe(0,0,0),Ge=new oe(1,1,1),Ve=new oe,He=new oe,We=new oe,je=new Ue,qe=new ae;class Xe{constructor(t=0,e=0,i=0,n=Xe.DEFAULT_ORDER){this.isEuler=!0,this._x=t,this._y=e,this._z=i,this._order=n}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,i,n=this._order){return this._x=t,this._y=e,this._z=i,this._order=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,i=!0){const n=t.elements,r=n[0],s=n[4],a=n[8],o=n[1],l=n[5],c=n[9],h=n[2],u=n[6],d=n[10];switch(e){case"XYZ":this._y=Math.asin(wt(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-wt(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(wt(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-wt(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(wt(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-wt(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===i&&this._onChangeCallback(),this}setFromQuaternion(t,e,i){return je.makeRotationFromQuaternion(t),this.setFromRotationMatrix(je,e,i)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return qe.setFromEuler(this),this.setFromQuaternion(qe,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}toVector3(){console.error("THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead")}}Xe.DEFAULT_ORDER="XYZ";class Ye{constructor(){this.mask=1}set(t){this.mask=(1<>>0}enable(t){this.mask|=1<1){for(let t=0;t1){for(let t=0;t0&&(i=i.concat(r))}return i}getWorldPosition(t){return this.updateWorldMatrix(!0,!1),t.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(ti,t,ei),t}getWorldScale(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(ti,ii,t),t}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()}raycast(){}traverse(t){t(this);const e=this.children;for(let i=0,n=e.length;i0&&(n.userData=this.userData),n.layers=this.layers.mask,n.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(n.matrixAutoUpdate=!1),this.isInstancedMesh&&(n.type="InstancedMesh",n.count=this.count,n.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(n.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?n.background=this.background.toJSON():this.background.isTexture&&(n.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(n.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){n.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const i=e.shapes;if(Array.isArray(i))for(let e=0,n=i.length;e0){n.children=[];for(let e=0;e0){n.animations=[];for(let e=0;e0&&(i.geometries=e),n.length>0&&(i.materials=n),r.length>0&&(i.textures=r),a.length>0&&(i.images=a),o.length>0&&(i.shapes=o),l.length>0&&(i.skeletons=l),c.length>0&&(i.animations=c),h.length>0&&(i.nodes=h)}return i.object=n,i;function s(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?n.multiplyScalar(1/Math.sqrt(r)):n.set(0,0,0)}static getBarycoord(t,e,i,n,r){ci.subVectors(n,e),hi.subVectors(i,e),ui.subVectors(t,e);const s=ci.dot(ci),a=ci.dot(hi),o=ci.dot(ui),l=hi.dot(hi),c=hi.dot(ui),h=s*l-a*a;if(0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,i,n){return this.getBarycoord(t,e,i,n,di),di.x>=0&&di.y>=0&&di.x+di.y<=1}static getUV(t,e,i,n,r,s,a,o){return this.getBarycoord(t,e,i,n,di),o.set(0,0),o.addScaledVector(r,di.x),o.addScaledVector(s,di.y),o.addScaledVector(a,di.z),o}static isFrontFacing(t,e,i,n){return ci.subVectors(i,e),hi.subVectors(t,e),ci.cross(hi).dot(n)<0}set(t,e,i){return this.a.copy(t),this.b.copy(e),this.c.copy(i),this}setFromPointsAndIndices(t,e,i,n){return this.a.copy(t[e]),this.b.copy(t[i]),this.c.copy(t[n]),this}setFromAttributeAndIndices(t,e,i,n){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,i),this.c.fromBufferAttribute(t,n),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return ci.subVectors(this.c,this.b),hi.subVectors(this.a,this.b),.5*ci.cross(hi).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return _i.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return _i.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,i,n,r){return _i.getUV(t,this.a,this.b,this.c,e,i,n,r)}containsPoint(t){return _i.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return _i.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const i=this.a,n=this.b,r=this.c;let s,a;pi.subVectors(n,i),mi.subVectors(r,i),gi.subVectors(t,i);const o=pi.dot(gi),l=mi.dot(gi);if(o<=0&&l<=0)return e.copy(i);vi.subVectors(t,n);const c=pi.dot(vi),h=mi.dot(vi);if(c>=0&&h<=c)return e.copy(n);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(i).addScaledVector(pi,s);xi.subVectors(t,r);const d=pi.dot(xi),p=mi.dot(xi);if(p>=0&&d<=p)return e.copy(r);const m=d*l-o*p;if(m<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(i).addScaledVector(mi,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return fi.subVectors(r,n),a=(h-c)/(h-c+(d-p)),e.copy(n).addScaledVector(fi,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(i).addScaledVector(pi,s).addScaledVector(mi,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let yi=0;class Mi extends vt{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:yi++}),this.uuid=bt(),this.name="",this.type="Material",this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=i,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=pt,this.stencilZFail=pt,this.stencilZPass=pt,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(t){this._alphaTest>0!=t>0&&this.version++,this._alphaTest=t}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const i=t[e];if(void 0===i){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}const n=this[e];void 0!==n?n&&n.isColor?n.set(i):n&&n.isVector3&&i&&i.isVector3?n.copy(i):this[e]=i:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const i={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function n(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}if(i.uuid=this.uuid,i.type=this.type,""!==this.name&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),void 0!==this.roughness&&(i.roughness=this.roughness),void 0!==this.metalness&&(i.metalness=this.metalness),void 0!==this.sheen&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(i.shininess=this.shininess),void 0!==this.clearcoat&&(i.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(i.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(i.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(t).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(t).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(t).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(t).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(t).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(i.combine=this.combine)),void 0!==this.envMapIntensity&&(i.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(i.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(i.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(i.size=this.size),null!==this.shadowSide&&(i.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(i.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(i.blending=this.blending),0!==this.side&&(i.side=this.side),this.vertexColors&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),!0===this.transparent&&(i.transparent=this.transparent),i.depthFunc=this.depthFunc,i.depthTest=this.depthTest,i.depthWrite=this.depthWrite,i.colorWrite=this.colorWrite,i.stencilWrite=this.stencilWrite,i.stencilWriteMask=this.stencilWriteMask,i.stencilFunc=this.stencilFunc,i.stencilRef=this.stencilRef,i.stencilFuncMask=this.stencilFuncMask,i.stencilFail=this.stencilFail,i.stencilZFail=this.stencilZFail,i.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(i.rotation=this.rotation),!0===this.polygonOffset&&(i.polygonOffset=!0),0!==this.polygonOffsetFactor&&(i.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(i.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(i.linewidth=this.linewidth),void 0!==this.dashSize&&(i.dashSize=this.dashSize),void 0!==this.gapSize&&(i.gapSize=this.gapSize),void 0!==this.scale&&(i.scale=this.scale),!0===this.dithering&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(i.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(i.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(i.wireframe=this.wireframe),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(i.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(i.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(i.flatShading=this.flatShading),!1===this.visible&&(i.visible=!1),!1===this.toneMapped&&(i.toneMapped=!1),!1===this.fog&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData),e){const e=n(t.textures),r=n(t.images);e.length>0&&(i.textures=e),r.length>0&&(i.images=r)}return i}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let i=null;if(null!==e){const t=e.length;i=new Array(t);for(let n=0;n!==t;++n)i[n]=e[n].clone()}return this.clippingPlanes=i,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}class bi extends Mi{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new Zt(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}const wi=new oe,Si=new It;class Ti{constructor(t,e,i=!1){if(Array.isArray(t))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=t,this.itemSize=e,this.count=void 0!==t?t.length/e:0,this.normalized=i,this.usage=mt,this.updateRange={offset:0,count:-1},this.version=0}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.name=t.name,this.array=new t.array.constructor(t.array),this.itemSize=t.itemSize,this.count=t.count,this.normalized=t.normalized,this.usage=t.usage,this}copyAt(t,e,i){t*=this.itemSize,i*=e.itemSize;for(let n=0,r=this.itemSize;n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const i in e)void 0!==e[i]&&(t[i]=e[i]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const i=this.attributes;for(const e in i){const n=i[e];t.data.attributes[e]=n.toJSON(t.data)}const n={};let r=!1;for(const e in this.morphAttributes){const i=this.morphAttributes[e],s=[];for(let e=0,n=i.length;e0&&(n[e]=s,r=!0)}r&&(t.data.morphAttributes=n,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const i=t.index;null!==i&&this.setIndex(i.clone(e));const n=t.attributes;for(const t in n){const i=n[t];this.setAttribute(t,i.clone(e))}const r=t.morphAttributes;for(const t in r){const i=[],n=r[t];for(let t=0,r=n.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;ti.far?null:{distance:c,point:Zi.clone(),object:t}}(t,e,i,n,ki,Gi,Vi,Yi);if(c){r&&(ji.fromBufferAttribute(r,a),qi.fromBufferAttribute(r,o),Xi.fromBufferAttribute(r,l),c.uv=_i.getUV(Yi,ki,Gi,Vi,ji,qi,Xi,new It)),s&&(ji.fromBufferAttribute(s,a),qi.fromBufferAttribute(s,o),Xi.fromBufferAttribute(s,l),c.uv2=_i.getUV(Yi,ki,Gi,Vi,ji,qi,Xi,new It));const t={a:a,b:o,c:l,normal:new oe,materialIndex:0};_i.getNormal(ki,Gi,Vi,t.normal),c.face=t}return c}class $i extends zi{constructor(t=1,e=1,i=1,n=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:i,widthSegments:n,heightSegments:r,depthSegments:s};const a=this;n=Math.floor(n),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,i,n,r,s,p,m,f,g,v){const x=s/f,_=p/g,y=s/2,M=p/2,b=m/2,w=f+1,S=g+1;let T=0,A=0;const E=new oe;for(let s=0;s0?1:-1,c.push(E.x,E.y,E.z),h.push(o/f),h.push(1-s/g),T+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const i={};for(const t in this.extensions)!0===this.extensions[t]&&(i[t]=!0);return Object.keys(i).length>0&&(e.extensions=i),e}}class sn extends li{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new Ue,this.projectionMatrix=new Ue,this.projectionMatrixInverse=new Ue}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class an extends sn{constructor(t=50,e=1,i=.1,n=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=i,this.far=n,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*Mt*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*yt*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*Mt*Math.atan(Math.tan(.5*yt*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,i,n,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*yt*this.fov)/this.zoom,i=2*e,n=this.aspect*i,r=-.5*n;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*n/t,e-=s.offsetY*i/a,n*=s.width/t,i*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+n,e,e-i,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}const on=-90;class ln extends li{constructor(t,e,i){super(),this.type="CubeCamera",this.renderTarget=i;const n=new an(on,1,t,e);n.layers=this.layers,n.up.set(0,1,0),n.lookAt(1,0,0),this.add(n);const r=new an(on,1,t,e);r.layers=this.layers,r.up.set(0,1,0),r.lookAt(-1,0,0),this.add(r);const s=new an(on,1,t,e);s.layers=this.layers,s.up.set(0,0,-1),s.lookAt(0,1,0),this.add(s);const a=new an(on,1,t,e);a.layers=this.layers,a.up.set(0,0,1),a.lookAt(0,-1,0),this.add(a);const o=new an(on,1,t,e);o.layers=this.layers,o.up.set(0,1,0),o.lookAt(0,0,1),this.add(o);const l=new an(on,1,t,e);l.layers=this.layers,l.up.set(0,1,0),l.lookAt(0,0,-1),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const i=this.renderTarget,[n,r,s,a,o,l]=this.children,c=t.getRenderTarget(),h=t.toneMapping,u=t.xr.enabled;t.toneMapping=0,t.xr.enabled=!1;const d=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,t.setRenderTarget(i,0),t.render(e,n),t.setRenderTarget(i,1),t.render(e,r),t.setRenderTarget(i,2),t.render(e,s),t.setRenderTarget(i,3),t.render(e,a),t.setRenderTarget(i,4),t.render(e,o),i.texture.generateMipmaps=d,t.setRenderTarget(i,5),t.render(e,l),t.setRenderTarget(c),t.toneMapping=h,t.xr.enabled=u,i.texture.needsPMREMUpdate=!0}}class cn extends ee{constructor(t,e,i,n,s,a,o,l,c,h){super(t=void 0!==t?t:[],e=void 0!==e?e:r,i,n,s,a,o,l,c,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class hn extends ne{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const i={width:t,height:t,depth:1},n=[i,i,i,i,i,i];this.texture=new cn(n,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:f}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},n=new $i(5,5,5),r=new rn({name:"CubemapFromEquirect",uniforms:Qi(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const s=new Ji(n,r),a=e.minFilter;e.minFilter===v&&(e.minFilter=f);return new ln(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,i,n){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,i,n);t.setRenderTarget(r)}}class un extends ne{constructor(t,e,i,n={}){super(t,e,n),this.depthBuffer=!1,this.stencilBuffer=!1,this.numViews=i}copy(t){return super.copy(t),this.numViews=t.numViews,this}}un.prototype.isWebGLMultiviewRenderTarget=!0;const dn=new oe,pn=new oe,mn=new Dt;class fn{constructor(t=new oe(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,i,n){return this.normal.set(t,e,i),this.constant=n,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,i){const n=dn.subVectors(i,e).cross(pn.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(n,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(this.normal).multiplyScalar(-this.distanceToPoint(t)).add(t)}intersectLine(t,e){const i=t.delta(dn),n=this.normal.dot(i);if(0===n)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/n;return r<0||r>1?null:e.copy(i).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),i=this.distanceToPoint(t.end);return e<0&&i>0||i<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const i=e||mn.getNormalMatrix(t),n=this.coplanarPoint(dn).applyMatrix4(t),r=this.normal.applyMatrix3(i).normalize();return this.constant=-n.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const gn=new Ce,vn=new oe;class xn{constructor(t=new fn,e=new fn,i=new fn,n=new fn,r=new fn,s=new fn){this.planes=[t,e,i,n,r,s]}set(t,e,i,n,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(i),a[3].copy(n),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let i=0;i<6;i++)e[i].copy(t.planes[i]);return this}setFromProjectionMatrix(t){const e=this.planes,i=t.elements,n=i[0],r=i[1],s=i[2],a=i[3],o=i[4],l=i[5],c=i[6],h=i[7],u=i[8],d=i[9],p=i[10],m=i[11],f=i[12],g=i[13],v=i[14],x=i[15];return e[0].setComponents(a-n,h-o,m-u,x-f).normalize(),e[1].setComponents(a+n,h+o,m+u,x+f).normalize(),e[2].setComponents(a+r,h+l,m+d,x+g).normalize(),e[3].setComponents(a-r,h-l,m-d,x-g).normalize(),e[4].setComponents(a-s,h-c,m-p,x-v).normalize(),e[5].setComponents(a+s,h+c,m+p,x+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),gn.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(gn)}intersectsSprite(t){return gn.center.set(0,0,0),gn.radius=.7071067811865476,gn.applyMatrix4(t.matrixWorld),this.intersectsSphere(gn)}intersectsSphere(t){const e=this.planes,i=t.center,n=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(i)0?t.max.x:t.min.x,vn.y=n.normal.y>0?t.max.y:t.min.y,vn.z=n.normal.z>0?t.max.z:t.min.z,n.distanceToPoint(vn)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let i=0;i<6;i++)if(e[i].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function _n(){let t=null,e=!1,i=null,n=null;function r(e,s){i(e,s),n=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==i&&(n=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(t){i=t},setContext:function(e){t=e}}}function yn(t,e){const i=e.isWebGL2,n=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),n.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const i=n.get(e);i&&(t.deleteBuffer(i.buffer),n.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=n.get(e);return void((!t||t.version 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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\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 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 USE_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}\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 luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\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}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif",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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",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 vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",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",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",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",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",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",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",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\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",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",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",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}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",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;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",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",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",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",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",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef texture2DLodEXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",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",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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",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}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_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}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",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}",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 = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}",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 \n#include \nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",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}",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 \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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\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}",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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \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\t#include \n\t#include \n}",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 \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\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#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}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"},wn={common:{diffuse:{value:new Zt(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new Dt},uv2Transform:{value:new Dt},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new It(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Zt(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Zt(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Dt}},sprite:{diffuse:{value:new Zt(16777215)},opacity:{value:1},center:{value:new It(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Dt}}},Sn={basic:{uniforms:tn([wn.common,wn.specularmap,wn.envmap,wn.aomap,wn.lightmap,wn.fog]),vertexShader:bn.meshbasic_vert,fragmentShader:bn.meshbasic_frag},lambert:{uniforms:tn([wn.common,wn.specularmap,wn.envmap,wn.aomap,wn.lightmap,wn.emissivemap,wn.bumpmap,wn.normalmap,wn.displacementmap,wn.fog,wn.lights,{emissive:{value:new Zt(0)}}]),vertexShader:bn.meshlambert_vert,fragmentShader:bn.meshlambert_frag},phong:{uniforms:tn([wn.common,wn.specularmap,wn.envmap,wn.aomap,wn.lightmap,wn.emissivemap,wn.bumpmap,wn.normalmap,wn.displacementmap,wn.fog,wn.lights,{emissive:{value:new Zt(0)},specular:{value:new Zt(1118481)},shininess:{value:30}}]),vertexShader:bn.meshphong_vert,fragmentShader:bn.meshphong_frag},standard:{uniforms:tn([wn.common,wn.envmap,wn.aomap,wn.lightmap,wn.emissivemap,wn.bumpmap,wn.normalmap,wn.displacementmap,wn.roughnessmap,wn.metalnessmap,wn.fog,wn.lights,{emissive:{value:new Zt(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:bn.meshphysical_vert,fragmentShader:bn.meshphysical_frag},toon:{uniforms:tn([wn.common,wn.aomap,wn.lightmap,wn.emissivemap,wn.bumpmap,wn.normalmap,wn.displacementmap,wn.gradientmap,wn.fog,wn.lights,{emissive:{value:new Zt(0)}}]),vertexShader:bn.meshtoon_vert,fragmentShader:bn.meshtoon_frag},matcap:{uniforms:tn([wn.common,wn.bumpmap,wn.normalmap,wn.displacementmap,wn.fog,{matcap:{value:null}}]),vertexShader:bn.meshmatcap_vert,fragmentShader:bn.meshmatcap_frag},points:{uniforms:tn([wn.points,wn.fog]),vertexShader:bn.points_vert,fragmentShader:bn.points_frag},dashed:{uniforms:tn([wn.common,wn.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:bn.linedashed_vert,fragmentShader:bn.linedashed_frag},depth:{uniforms:tn([wn.common,wn.displacementmap]),vertexShader:bn.depth_vert,fragmentShader:bn.depth_frag},normal:{uniforms:tn([wn.common,wn.bumpmap,wn.normalmap,wn.displacementmap,{opacity:{value:1}}]),vertexShader:bn.meshnormal_vert,fragmentShader:bn.meshnormal_frag},sprite:{uniforms:tn([wn.sprite,wn.fog]),vertexShader:bn.sprite_vert,fragmentShader:bn.sprite_frag},background:{uniforms:{uvTransform:{value:new Dt},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:bn.background_vert,fragmentShader:bn.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:bn.backgroundCube_vert,fragmentShader:bn.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:bn.cube_vert,fragmentShader:bn.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:bn.equirect_vert,fragmentShader:bn.equirect_frag},distanceRGBA:{uniforms:tn([wn.common,wn.displacementmap,{referencePosition:{value:new oe},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:bn.distanceRGBA_vert,fragmentShader:bn.distanceRGBA_frag},shadow:{uniforms:tn([wn.lights,wn.fog,{color:{value:new Zt(0)},opacity:{value:1}}]),vertexShader:bn.shadow_vert,fragmentShader:bn.shadow_frag}};Sn.physical={uniforms:tn([Sn.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new It(1,1)},clearcoatNormalMap:{value:null},iridescence:{value:0},iridescenceMap:{value:null},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},sheen:{value:0},sheenColor:{value:new Zt(0)},sheenColorMap:{value:null},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new It},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new Zt(0)},specularIntensity:{value:1},specularIntensityMap:{value:null},specularColor:{value:new Zt(1,1,1)},specularColorMap:{value:null}}]),vertexShader:bn.meshphysical_vert,fragmentShader:bn.meshphysical_frag};const Tn={r:0,b:0,g:0};function An(t,e,i,n,r,s,a){const o=new Zt(0);let c,h,u=!0===s?0:1,d=null,p=0,m=null;function f(e,i){e.getRGB(Tn,en(t)),n.buffers.color.setClear(Tn.r,Tn.g,Tn.b,i,a)}return{getClearColor:function(){return o},setClearColor:function(t,e=1){o.set(t),u=e,f(o,u)},getClearAlpha:function(){return u},setClearAlpha:function(t){u=t,f(o,u)},render:function(n,s){let a=!1,g=!0===s.isScene?s.background:null;if(g&&g.isTexture){g=(s.backgroundBlurriness>0?i:e).get(g)}const v=t.xr,x=v.getSession&&v.getSession();x&&"additive"===x.environmentBlendMode&&(g=null),null===g?f(o,u):g&&g.isColor&&(f(g,1),a=!0),(t.autoClear||a)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),g&&(g.isCubeTexture||g.mapping===l)?(void 0===h&&(h=new Ji(new $i(1e4,1e4,1e4),new rn({name:"BackgroundCubeMaterial",uniforms:Qi(Sn.backgroundCube.uniforms),vertexShader:Sn.backgroundCube.vertexShader,fragmentShader:Sn.backgroundCube.fragmentShader,side:1,depthTest:!1,depthWrite:!1,fog:!1})),h.geometry.deleteAttribute("normal"),h.geometry.deleteAttribute("uv"),h.onBeforeRender=function(t,e,i){this.matrixWorld.copyPosition(i.matrixWorld)},Object.defineProperty(h.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),r.update(h)),h.material.uniforms.envMap.value=g,h.material.uniforms.flipEnvMap.value=g.isCubeTexture&&!1===g.isRenderTargetTexture?-1:1,h.material.uniforms.backgroundBlurriness.value=s.backgroundBlurriness,h.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,h.material.toneMapped=g.encoding!==ht,d===g&&p===g.version&&m===t.toneMapping||(h.material.needsUpdate=!0,d=g,p=g.version,m=t.toneMapping),h.layers.enableAll(),n.unshift(h,h.geometry,h.material,0,0,null)):g&&g.isTexture&&(void 0===c&&(c=new Ji(new Mn(2,2),new rn({name:"BackgroundMaterial",uniforms:Qi(Sn.background.uniforms),vertexShader:Sn.background.vertexShader,fragmentShader:Sn.background.fragmentShader,side:0,depthTest:!1,depthWrite:!1,fog:!1})),c.geometry.deleteAttribute("normal"),Object.defineProperty(c.material,"map",{get:function(){return this.uniforms.t2D.value}}),r.update(c)),c.material.uniforms.t2D.value=g,c.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,c.material.toneMapped=g.encoding!==ht,!0===g.matrixAutoUpdate&&g.updateMatrix(),c.material.uniforms.uvTransform.value.copy(g.matrix),d===g&&p===g.version&&m===t.toneMapping||(c.material.needsUpdate=!0,d=g,p=g.version,m=t.toneMapping),c.layers.enableAll(),n.unshift(c,c.geometry,c.material,0,0,null))}}}function En(t,e,i,n){const r=t.getParameter(34921),s=n.isWebGL2?null:e.get("OES_vertex_array_object"),a=n.isWebGL2||null!==s,o={},l=p(null);let c=l,h=!1;function u(e){return n.isWebGL2?t.bindVertexArray(e):s.bindVertexArrayOES(e)}function d(e){return 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t=0;t0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}const s="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext||"undefined"!=typeof WebGL2ComputeRenderingContext&&t instanceof WebGL2ComputeRenderingContext;let a=void 0!==i.precision?i.precision:"highp";const o=r(a);o!==a&&(console.warn("THREE.WebGLRenderer:",a,"not supported, using",o,"instead."),a=o);const l=s||e.has("WEBGL_draw_buffers"),c=!0===i.logarithmicDepthBuffer,h=t.getParameter(34930),u=t.getParameter(35660),d=t.getParameter(3379),p=t.getParameter(34076),m=t.getParameter(34921),f=t.getParameter(36347),g=t.getParameter(36348),v=t.getParameter(36349),x=u>0,_=s||e.has("OES_texture_float");return{isWebGL2:s,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==n)return n;if(!0===e.has("EXT_texture_filter_anisotropic")){const i=e.get("EXT_texture_filter_anisotropic");n=t.getParameter(i.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else n=0;return n},getMaxPrecision:r,precision:a,logarithmicDepthBuffer:c,maxTextures:h,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:p,maxAttributes:m,maxVertexUniforms:f,maxVaryings:g,maxFragmentUniforms:v,vertexTextures:x,floatFragmentTextures:_,floatVertexTextures:x&&_,maxSamples:s?t.getParameter(36183):0}}function Rn(t){const e=this;let i=null,n=0,r=!1,s=!1;const a=new fn,o=new Dt,l={value:null,needsUpdate:!1};function c(){l.value!==i&&(l.value=i,l.needsUpdate=n>0),e.numPlanes=n,e.numIntersection=0}function h(t,i,n,r){const s=null!==t?t.length:0;let c=null;if(0!==s){if(c=l.value,!0!==r||null===c){const e=n+4*s,r=i.matrixWorldInverse;o.getNormalMatrix(r),(null===c||c.length0){const a=new hn(s.height/2);return a.fromEquirectangularTexture(t,r),e.set(r,a),r.addEventListener("dispose",n),i(a.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}class In extends sn{constructor(t=-1,e=1,i=1,n=-1,r=.1,s=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=i,this.bottom=n,this.near=r,this.far=s,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this}setViewOffset(t,e,i,n,r,s){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),i=(this.right+this.left)/2,n=(this.top+this.bottom)/2;let r=i-t,s=i+t,a=n+e,o=n-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX,s=r+t*this.view.width,a-=e*this.view.offsetY,o=a-e*this.view.height}this.projectionMatrix.makeOrthographic(r,s,a,o,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}}const Dn=[.125,.215,.35,.446,.526,.582],Nn=20,On=new In,zn=new Zt;let Un=null;const Bn=(1+Math.sqrt(5))/2,Fn=1/Bn,kn=[new oe(1,1,1),new oe(-1,1,1),new oe(1,1,-1),new oe(-1,1,-1),new oe(0,Bn,Fn),new oe(0,Bn,-Fn),new oe(Fn,0,Bn),new oe(-Fn,0,Bn),new oe(Bn,Fn,0),new oe(-Bn,Fn,0)];class Gn{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,i=.1,n=100){Un=this._renderer.getRenderTarget(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,i,n,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t,e=null){return this._fromTexture(t,e)}fromCubemap(t,e=null){return this._fromTexture(t,e)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=jn(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=Wn(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;tt-4?o=Dn[a-t+4-1]:0===a&&(o=0),n.push(o);const l=1/(s-2),c=-l,h=1+l,u=[c,c,h,c,h,h,c,c,h,h,c,h],d=6,p=6,m=3,f=2,g=1,v=new Float32Array(m*p*d),x=new Float32Array(f*p*d),_=new Float32Array(g*p*d);for(let t=0;t2?0:-1,n=[e,i,0,e+2/3,i,0,e+2/3,i+1,0,e,i,0,e+2/3,i+1,0,e,i+1,0];v.set(n,m*p*t),x.set(u,f*p*t);const r=[t,t,t,t,t,t];_.set(r,g*p*t)}const y=new zi;y.setAttribute("position",new Ti(v,m)),y.setAttribute("uv",new Ti(x,f)),y.setAttribute("faceIndex",new Ti(_,g)),e.push(y),r>4&&r--}return{lodPlanes:e,sizeLods:i,sigmas:n}}(n)),this._blurMaterial=function(t,e,i){const n=new Float32Array(Nn),r=new oe(0,1,0),s=new rn({name:"SphericalGaussianBlur",defines:{n:Nn,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/i,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:qn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1});return s}(n,t,e)}return n}_compileMaterial(t){const e=new Ji(this._lodPlanes[0],t);this._renderer.compile(e,On)}_sceneToCubeUV(t,e,i,n){const r=new an(90,1,e,i),s=[1,-1,1,1,1,1],a=[1,1,1,-1,-1,-1],o=this._renderer,l=o.autoClear,c=o.toneMapping;o.getClearColor(zn),o.toneMapping=0,o.autoClear=!1;const h=new bi({name:"PMREM.Background",side:1,depthWrite:!1,depthTest:!1}),u=new Ji(new $i,h);let d=!1;const p=t.background;p?p.isColor&&(h.color.copy(p),t.background=null,d=!0):(h.color.copy(zn),d=!0);for(let e=0;e<6;e++){const i=e%3;0===i?(r.up.set(0,s[e],0),r.lookAt(a[e],0,0)):1===i?(r.up.set(0,0,s[e]),r.lookAt(0,a[e],0)):(r.up.set(0,s[e],0),r.lookAt(0,0,a[e]));const l=this._cubeSize;Hn(n,i*l,e>2?l:0,l,l),o.setRenderTarget(n),d&&o.render(u,r),o.render(t,r)}u.geometry.dispose(),u.material.dispose(),o.toneMapping=c,o.autoClear=l,t.background=p}_textureToCubeUV(t,e){const i=this._renderer,n=t.mapping===r||t.mapping===s;n?(null===this._cubemapMaterial&&(this._cubemapMaterial=jn()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===t.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=Wn());const a=n?this._cubemapMaterial:this._equirectMaterial,o=new Ji(this._lodPlanes[0],a);a.uniforms.envMap.value=t;const l=this._cubeSize;Hn(e,0,0,3*l,2*l),i.setRenderTarget(e),i.render(o,On)}_applyPMREM(t){const e=this._renderer,i=e.autoClear;e.autoClear=!1;for(let e=1;eNn&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to 20`);const f=[];let g=0;for(let t=0;tv-4?n-v+4:0),4*(this._cubeSize-x),3*x,2*x),o.setRenderTarget(e),o.render(c,On)}}function Vn(t,e,i){const n=new ne(t,e,i);return n.texture.mapping=l,n.texture.name="PMREM.cubeUv",n.scissorTest=!0,n}function Hn(t,e,i,n,r){t.viewport.set(e,i,n,r),t.scissor.set(e,i,n,r)}function Wn(){return new rn({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:qn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function jn(){return new rn({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:qn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function qn(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"}function Xn(t){let e=new WeakMap,i=null;function n(t){const i=t.target;i.removeEventListener("dispose",n);const r=e.get(i);void 0!==r&&(e.delete(i),r.dispose())}return{get:function(l){if(l&&l.isTexture){const c=l.mapping,h=c===a||c===o,u=c===r||c===s;if(h||u){if(l.isRenderTargetTexture&&!0===l.needsPMREMUpdate){l.needsPMREMUpdate=!1;let n=e.get(l);return null===i&&(i=new Gn(t)),n=h?i.fromEquirectangular(l,n):i.fromCubemap(l,n),e.set(l,n),n.texture}if(e.has(l))return e.get(l).texture;{const r=l.image;if(h&&r&&r.height>0||u&&r&&function(t){let e=0;const i=6;for(let n=0;ne.maxTextureSize&&(E=Math.ceil(A/e.maxTextureSize),A=e.maxTextureSize);const C=new Float32Array(A*E*4*m),L=new re(C,A,E,m);L.type=M,L.needsUpdate=!0;const R=4*T;for(let I=0;I0)return t;const r=e*i;let s=ar[r];if(void 0===s&&(s=new Float32Array(r),ar[r]=s),0!==e){n.toArray(s,0);for(let n=1,r=0;n!==e;++n)r+=i,t[n].toArray(s,r)}return s}function dr(t,e){if(t.length!==e.length)return!1;for(let i=0,n=t.length;i":" "} ${r}: ${i[t]}`)}return n.join("\n")}(t.getShaderSource(e),n)}return r}function cs(t,e){const i=function(t){switch(t){case ct:return["Linear","( value )"];case ht:return["sRGB","( value )"];default:return console.warn("THREE.WebGLProgram: Unsupported encoding:",t),["Linear","( value )"]}}(e);return"vec4 "+t+"( vec4 value ) { return LinearTo"+i[0]+i[1]+"; }"}function hs(t,e){let i;switch(e){case 1:i="Linear";break;case 2:i="Reinhard";break;case 3:i="OptimizedCineon";break;case 4:i="ACESFilmic";break;case 5:i="Custom";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",e),i="Linear"}return"vec3 "+t+"( vec3 color ) { return "+i+"ToneMapping( color ); }"}function us(t){return""!==t}function ds(t,e){const i=e.numSpotLightShadows+e.numSpotLightMaps-e.numSpotLightShadowsWithMaps;return t.replace(/NUM_DIR_LIGHTS/g,e.numDirLights).replace(/NUM_SPOT_LIGHTS/g,e.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,e.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,i).replace(/NUM_RECT_AREA_LIGHTS/g,e.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,e.numPointLights).replace(/NUM_HEMI_LIGHTS/g,e.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,e.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,e.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,e.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,e.numPointLightShadows)}function ps(t,e){return t.replace(/NUM_CLIPPING_PLANES/g,e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,e.numClippingPlanes-e.numClipIntersection)}const ms=/^[ \t]*#include +<([\w\d./]+)>/gm;function fs(t){return t.replace(ms,gs)}function gs(t,e){const i=bn[e];if(void 0===i)throw new Error("Can not resolve #include <"+e+">");return fs(i)}const vs=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function xs(t){return t.replace(vs,_s)}function _s(t,e,i,n){let r="";for(let t=parseInt(e);t0&&(_+="\n"),y=[g,v].filter(us).join("\n"),y.length>0&&(y+="\n")):(_=[ys(i),"#define SHADER_NAME "+i.shaderName,v,i.instancing?"#define USE_INSTANCING":"",i.instancingColor?"#define USE_INSTANCING_COLOR":"",i.supportsVertexTextures?"#define VERTEX_TEXTURES":"",i.useFog&&i.fog?"#define USE_FOG":"",i.useFog&&i.fogExp2?"#define FOG_EXP2":"",i.map?"#define USE_MAP":"",i.envMap?"#define USE_ENVMAP":"",i.envMap?"#define "+p:"",i.lightMap?"#define USE_LIGHTMAP":"",i.aoMap?"#define USE_AOMAP":"",i.emissiveMap?"#define USE_EMISSIVEMAP":"",i.bumpMap?"#define 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i=[];if(e.shaderID?i.push(e.shaderID):(i.push(e.customVertexShaderID),i.push(e.customFragmentShaderID)),void 0!==e.defines)for(const t in e.defines)i.push(t),i.push(e.defines[t]);return!1===e.isRawShaderMaterial&&(!function(t,e){t.push(e.precision),t.push(e.outputEncoding),t.push(e.envMapMode),t.push(e.envMapCubeUVHeight),t.push(e.combine),t.push(e.vertexUvs),t.push(e.fogExp2),t.push(e.sizeAttenuation),t.push(e.morphTargetsCount),t.push(e.morphAttributeCount),t.push(e.numDirLights),t.push(e.numPointLights),t.push(e.numSpotLights),t.push(e.numSpotLightMaps),t.push(e.numHemiLights),t.push(e.numRectAreaLights),t.push(e.numDirLightShadows),t.push(e.numPointLightShadows),t.push(e.numSpotLightShadows),t.push(e.numSpotLightShadowsWithMaps),t.push(e.shadowMapType),t.push(e.toneMapping),t.push(e.numClippingPlanes),t.push(e.numClipIntersection),t.push(e.depthPacking)}(i,e),function(t,e){o.disableAll(),e.isWebGL2&&o.enable(0);e.supportsVertexTextures&&o.enable(1);e.instancing&&o.enable(2);e.instancingColor&&o.enable(3);e.map&&o.enable(4);e.matcap&&o.enable(5);e.envMap&&o.enable(6);e.lightMap&&o.enable(7);e.aoMap&&o.enable(8);e.emissiveMap&&o.enable(9);e.bumpMap&&o.enable(10);e.normalMap&&o.enable(11);e.objectSpaceNormalMap&&o.enable(12);e.tangentSpaceNormalMap&&o.enable(13);e.clearcoat&&o.enable(14);e.clearcoatMap&&o.enable(15);e.clearcoatRoughnessMap&&o.enable(16);e.clearcoatNormalMap&&o.enable(17);e.iridescence&&o.enable(18);e.iridescenceMap&&o.enable(19);e.iridescenceThicknessMap&&o.enable(20);e.displacementMap&&o.enable(21);e.specularMap&&o.enable(22);e.roughnessMap&&o.enable(23);e.metalnessMap&&o.enable(24);e.gradientMap&&o.enable(25);e.alphaMap&&o.enable(26);e.alphaTest&&o.enable(27);e.vertexColors&&o.enable(28);e.vertexAlphas&&o.enable(29);e.vertexUvs&&o.enable(30);e.vertexTangents&&o.enable(31);e.uvsVertexOnly&&o.enable(32);t.push(o.mask),o.disableAll(),e.fog&&o.enable(0);e.useFog&&o.enable(1);e.flatShading&&o.enable(2);e.logarithmicDepthBuffer&&o.enable(3);e.skinning&&o.enable(4);e.morphTargets&&o.enable(5);e.morphNormals&&o.enable(6);e.morphColors&&o.enable(7);e.premultipliedAlpha&&o.enable(8);e.shadowMapEnabled&&o.enable(9);e.physicallyCorrectLights&&o.enable(10);e.doubleSided&&o.enable(11);e.flipSided&&o.enable(12);e.useDepthPacking&&o.enable(13);e.dithering&&o.enable(14);e.specularIntensityMap&&o.enable(15);e.specularColorMap&&o.enable(16);e.transmission&&o.enable(17);e.transmissionMap&&o.enable(18);e.thicknessMap&&o.enable(19);e.sheen&&o.enable(20);e.sheenColorMap&&o.enable(21);e.sheenRoughnessMap&&o.enable(22);e.decodeVideoTexture&&o.enable(23);e.opaque&&o.enable(24);e.numMultiviewViews&&o.enable(25);t.push(o.mask)}(i,e),i.push(t.outputEncoding)),i.push(e.customProgramCacheKey),i.join()},getUniforms:function(t){const e=f[t.type];let i;if(e){const t=Sn[e];i=nn.clone(t.uniforms)}else i=t.uniforms;return i},acquireProgram:function(e,i){let n;for(let t=0,e=h.length;t0?n.push(h):!0===a.transparent?r.push(h):i.push(h)},unshift:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?n.unshift(h):!0===a.transparent?r.unshift(h):i.unshift(h)},finish:function(){for(let i=e,n=t.length;i1&&i.sort(t||Es),n.length>1&&n.sort(e||Cs),r.length>1&&r.sort(e||Cs)}}}function Rs(){let t=new WeakMap;return{get:function(e,i){const n=t.get(e);let r;return void 0===n?(r=new Ls,t.set(e,[r])):i>=n.length?(r=new Ls,n.push(r)):r=n[i],r},dispose:function(){t=new WeakMap}}}function Ps(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":i={direction:new oe,color:new Zt};break;case"SpotLight":i={position:new oe,direction:new oe,color:new Zt,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":i={position:new oe,color:new Zt,distance:0,decay:0};break;case"HemisphereLight":i={direction:new oe,skyColor:new Zt,groundColor:new Zt};break;case"RectAreaLight":i={color:new Zt,position:new oe,halfWidth:new oe,halfHeight:new oe}}return t[e.id]=i,i}}}let Is=0;function Ds(t,e){return(e.castShadow?2:0)-(t.castShadow?2:0)+(e.map?1:0)-(t.map?1:0)}function Ns(t,e){const i=new Ps,n=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":case"SpotLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new It};break;case"PointLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new It,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=i,i}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0};for(let t=0;t<9;t++)r.probe.push(new oe);const s=new oe,a=new Ue,o=new Ue;return{setup:function(s,a){let o=0,l=0,c=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let h=0,u=0,d=0,p=0,m=0,f=0,g=0,v=0,x=0,_=0;s.sort(Ds);const y=!0!==a?Math.PI:1;for(let t=0,e=s.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=wn.LTC_FLOAT_1,r.rectAreaLTC2=wn.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=wn.LTC_HALF_1,r.rectAreaLTC2=wn.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=o,r.ambient[1]=l,r.ambient[2]=c;const M=r.hash;M.directionalLength===h&&M.pointLength===u&&M.spotLength===d&&M.rectAreaLength===p&&M.hemiLength===m&&M.numDirectionalShadows===f&&M.numPointShadows===g&&M.numSpotShadows===v&&M.numSpotMaps===x||(r.directional.length=h,r.spot.length=d,r.rectArea.length=p,r.point.length=u,r.hemi.length=m,r.directionalShadow.length=f,r.directionalShadowMap.length=f,r.pointShadow.length=g,r.pointShadowMap.length=g,r.spotShadow.length=v,r.spotShadowMap.length=v,r.directionalShadowMatrix.length=f,r.pointShadowMatrix.length=g,r.spotLightMatrix.length=v+x-_,r.spotLightMap.length=x,r.numSpotLightShadowsWithMaps=_,M.directionalLength=h,M.pointLength=u,M.spotLength=d,M.rectAreaLength=p,M.hemiLength=m,M.numDirectionalShadows=f,M.numPointShadows=g,M.numSpotShadows=v,M.numSpotMaps=x,r.version=Is++)},setupView:function(t,e){let i=0,n=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=s.length?(a=new Os(t,e),s.push(a)):a=s[r],a},dispose:function(){i=new WeakMap}}}class Us extends Mi{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}class Bs extends Mi{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new oe,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}function Fs(t,e,i){let n=new xn;const r=new It,s=new It,a=new ie,o=new Us({depthPacking:3201}),l=new Bs,c={},h=i.maxTextureSize,u={0:1,1:0,2:2,3:2},p=new rn({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new It},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),m=p.clone();m.defines.HORIZONTAL_PASS=1;const f=new zi;f.setAttribute("position",new Ti(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const g=new Ji(f,p),v=this;function x(i,n){const s=e.update(g);p.defines.VSM_SAMPLES!==i.blurSamples&&(p.defines.VSM_SAMPLES=i.blurSamples,m.defines.VSM_SAMPLES=i.blurSamples,p.needsUpdate=!0,m.needsUpdate=!0),null===i.mapPass&&(i.mapPass=new ne(r.x,r.y)),p.uniforms.shadow_pass.value=i.map.texture,p.uniforms.resolution.value=i.mapSize,p.uniforms.radius.value=i.radius,t.setRenderTarget(i.mapPass),t.clear(),t.renderBufferDirect(n,null,s,p,g,null),m.uniforms.shadow_pass.value=i.mapPass.texture,m.uniforms.resolution.value=i.mapSize,m.uniforms.radius.value=i.radius,t.setRenderTarget(i.map),t.clear(),t.renderBufferDirect(n,null,s,m,g,null)}function _(e,i,n,r,s,a){let h=null;const d=!0===n.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==d)h=d;else if(h=!0===n.isPointLight?l:o,t.localClippingEnabled&&!0===i.clipShadows&&Array.isArray(i.clippingPlanes)&&0!==i.clippingPlanes.length||i.displacementMap&&0!==i.displacementScale||i.alphaMap&&i.alphaTest>0||i.map&&i.alphaTest>0){const t=h.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=h.clone(),n[e]=r),h=r}return h.visible=i.visible,h.wireframe=i.wireframe,h.side=3===a?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],h.alphaMap=i.alphaMap,h.alphaTest=i.alphaTest,h.map=i.map,h.clipShadows=i.clipShadows,h.clippingPlanes=i.clippingPlanes,h.clipIntersection=i.clipIntersection,h.displacementMap=i.displacementMap,h.displacementScale=i.displacementScale,h.displacementBias=i.displacementBias,h.wireframeLinewidth=i.wireframeLinewidth,h.linewidth=i.linewidth,!0===n.isPointLight&&!0===h.isMeshDistanceMaterial&&(h.referencePosition.setFromMatrixPosition(n.matrixWorld),h.nearDistance=r,h.farDistance=s),h}function y(i,r,s,a,o){if(!1===i.visible)return;if(i.layers.test(r.layers)&&(i.isMesh||i.isLine||i.isPoints)&&(i.castShadow||i.receiveShadow&&3===o)&&(!i.frustumCulled||n.intersectsObject(i))){i.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,i.matrixWorld);const n=e.update(i),r=i.material;if(Array.isArray(r)){const e=n.groups;for(let l=0,c=e.length;lh||r.y>h)&&(r.x>h&&(s.x=Math.floor(h/m.x),r.x=s.x*m.x,u.mapSize.x=s.x),r.y>h&&(s.y=Math.floor(h/m.y),r.y=s.y*m.y,u.mapSize.y=s.y)),null===u.map){const t=3!==this.type?{minFilter:d,magFilter:d}:{};u.map=new ne(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const f=u.getViewportCount();for(let t=0;t=1):-1!==I.indexOf("OpenGL ES")&&(P=parseFloat(/^OpenGL ES (\d)/.exec(I)[1]),R=P>=2);let D=null,N={};const O=t.getParameter(3088),z=t.getParameter(2978),U=(new ie).fromArray(O),B=(new ie).fromArray(z);function F(e,i,n){const r=new Uint8Array(4),s=t.createTexture();t.bindTexture(e,s),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;en||t.height>n)&&(r=n/Math.max(t.width,t.height)),r<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const n=e?Ct:Math.floor,s=n(r*t.width),a=n(r*t.height);void 0===N&&(N=B(s,a));const o=i?B(s,a):N;o.width=s,o.height=a;return o.getContext("2d").drawImage(t,0,0,s,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+s+"x"+a+")."),o}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function k(t){return At(t.width)&&At(t.height)}function G(t,e){return t.generateMipmaps&&e&&t.minFilter!==d&&t.minFilter!==f}function V(e){t.generateMipmap(e)}function H(i,n,r,s,a=!1){if(!1===o)return n;if(null!==i){if(void 0!==t[i])return t[i];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+i+"'")}let l=n;return 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0===e.__webglInit&&(e.__webglInit=!0,i.addEventListener("dispose",q));const r=i.source;let s=O.get(r);void 0===s&&(s={},O.set(r,s));const o=function(t){const e=[];return e.push(t.wrapS),e.push(t.wrapT),e.push(t.wrapR||0),e.push(t.magFilter),e.push(t.minFilter),e.push(t.anisotropy),e.push(t.internalFormat),e.push(t.format),e.push(t.type),e.push(t.generateMipmaps),e.push(t.premultiplyAlpha),e.push(t.flipY),e.push(t.unpackAlignment),e.push(t.encoding),e.join()}(i);if(o!==e.__cacheKey){void 0===s[o]&&(s[o]={texture:t.createTexture(),usedTimes:0},a.memory.textures++,n=!0),s[o].usedTimes++;const r=s[e.__cacheKey];void 0!==r&&(s[e.__cacheKey].usedTimes--,0===r.usedTimes&&Y(i)),e.__cacheKey=o,e.__webglTexture=s[o].texture}return n}function tt(e,r,a,o,l){const c=s.convert(a.format,a.encoding),h=s.convert(a.type),u=H(a.internalFormat,c,h,a.encoding);n.get(r).__hasExternalTextures||(!0===r.isWebGLMultiviewRenderTarget?i.texStorage3D(35866,0,u,r.width,r.height,r.numViews):32879===l||35866===l?i.texImage3D(l,0,u,r.width,r.height,r.depth,0,c,h,null):i.texImage2D(l,0,u,r.width,r.height,0,c,h,null)),i.bindFramebuffer(36160,e);const d=nt(r);!0===r.isWebGLMultiviewRenderTarget?d?I.framebufferTextureMultisampleMultiviewOVR(36160,36064,n.get(a).__webglTexture,0,it(r),0,r.numViews):I.framebufferTextureMultiviewOVR(36160,36064,n.get(a).__webglTexture,0,0,r.numViews):(3553===l||l>=34069&&l<=34074)&&(d?R.framebufferTexture2DMultisampleEXT(36160,o,l,n.get(a).__webglTexture,0,it(r)):t.framebufferTexture2D(36160,o,l,n.get(a).__webglTexture,0)),i.bindFramebuffer(36160,null)}function et(e,i,r){if(t.bindRenderbuffer(36161,e),!0===i.isWebGLMultiviewRenderTarget){const e=nt(i),r=i.numViews,s=i.depthTexture;let 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n=it(i);r&&!1===nt(i)?t.renderbufferStorageMultisample(36161,n,35056,i.width,i.height):nt(i)?R.renderbufferStorageMultisampleEXT(36161,n,35056,i.width,i.height):t.renderbufferStorage(36161,34041,i.width,i.height),t.framebufferRenderbuffer(36160,33306,36161,e)}else{const e=!0===i.isWebGLMultipleRenderTargets?i.texture:[i.texture];for(let n=0;n0&&!0===e.has("WEBGL_multisampled_render_to_texture")&&!1!==i.__useRenderToTexture}function rt(t,i){const n=t.encoding,r=t.format,s=t.type;return!0===t.isCompressedTexture||!0===t.isVideoTexture||t.format===gt||n!==ct&&(n===ht?!1===o?!0===e.has("EXT_sRGB")&&r===S?(t.format=gt,t.minFilter=f,t.generateMipmaps=!1):i=Kt.sRGBToLinear(i):r===S&&s===x||console.warn("THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):console.error("THREE.WebGLTextures: Unsupported texture encoding:",n)),i}this.allocateTextureUnit=function(){const t=Z;return t>=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units 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e=function(t){return!o&&(t.wrapS!==h||t.wrapT!==h||t.minFilter!==d&&t.minFilter!==f)}(r)&&!1===k(r.image);let n=F(r.image,e,!1,C);n=rt(r,n);const m=k(n)||o,g=s.convert(r.format,r.encoding);let v,x=s.convert(r.type),b=H(r.internalFormat,g,x,r.encoding,r.isVideoTexture);$(l,r,m);const E=r.mipmaps,L=o&&!0!==r.isVideoTexture,R=void 0===p.__version||!0===c,P=W(r,n,m);if(r.isDepthTexture)b=6402,o?b=r.type===M?36012:r.type===y?33190:r.type===w?35056:33189:r.type===M&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),r.format===T&&6402===b&&r.type!==_&&r.type!==y&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),r.type=y,x=s.convert(r.type)),r.format===A&&6402===b&&(b=34041,r.type!==w&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat 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e=0;eo+c?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&a<=o-c&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==o&&t.gripSpace&&(r=e.getPose(t.gripSpace,i),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1));null!==a&&(n=e.getPose(t.targetRaySpace,i),null===n&&null!==r&&(n=r),null!==n&&(a.matrix.fromArray(n.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),n.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(n.linearVelocity)):a.hasLinearVelocity=!1,n.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(n.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(qs)))}return null!==a&&(a.visible=null!==n),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}_getHandJoint(t,e){if(void 0===t.joints[e.jointName]){const i=new js;i.matrixAutoUpdate=!1,i.visible=!1,t.joints[e.jointName]=i,t.add(i)}return t.joints[e.jointName]}}class Ys extends ee{constructor(t,e,i,n,r,s,a,o,l,c){if((c=void 0!==c?c:T)!==T&&c!==A)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===i&&c===T&&(i=y),void 0===i&&c===A&&(i=w),super(null,n,r,s,a,o,c,i,l),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==a?a:d,this.minFilter=void 0!==o?o:d,this.flipY=!1,this.generateMipmaps=!1}}class Zs extends vt{constructor(t,e,i,n){super();const r=this;let s=null,a=1,o=null,l="local-floor",c=null,h=null,u=null,d=null,p=null,m=null;const f=e.getContextAttributes();let g=null,v=null;const _=[],M=[],b=new Set,E=new Map,C=new an;C.layers.enable(1),C.viewport=new ie;const L=new an;L.layers.enable(2),L.viewport=new ie;const R=[C,L],P=new Ws;P.layers.enable(1),P.layers.enable(2);let I=null,D=null;function N(t){const e=M.indexOf(t.inputSource);if(-1===e)return;const i=_[e];void 0!==i&&i.dispatchEvent({type:t.type,data:t.inputSource})}function O(){s.removeEventListener("select",N),s.removeEventListener("selectstart",N),s.removeEventListener("selectend",N),s.removeEventListener("squeeze",N),s.removeEventListener("squeezestart",N),s.removeEventListener("squeezeend",N),s.removeEventListener("end",O),s.removeEventListener("inputsourceschange",z);for(let t=0;t<_.length;t++){const e=M[t];null!==e&&(M[t]=null,_[t].disconnect(e))}I=null,D=null,t.setRenderTarget(g),p=null,d=null,u=null,s=null,v=null,G.stop(),r.isPresenting=!1,r.dispatchEvent({type:"sessionend"})}function z(t){for(let e=0;e=0&&(M[n]=null,_[n].disconnect(i))}for(let e=0;e=M.length){M.push(i),n=t;break}if(null===M[t]){M[t]=i,n=t;break}}if(-1===n)break}const r=_[n];r&&r.connect(i)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.isMultiview=!1,this.getController=function(t){let e=_[t];return void 0===e&&(e=new Xs,_[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=_[t];return void 0===e&&(e=new Xs,_[t]=e),e.getGripSpace()},this.getHand=function(t){let e=_[t];return void 0===e&&(e=new Xs,_[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){a=t,!0===r.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){l=t,!0===r.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return c||o},this.setReferenceSpace=function(t){c=t},this.getBaseLayer=function(){return null!==d?d:p},this.getBinding=function(){return u},this.getFrame=function(){return m},this.getSession=function(){return s},this.setSession=async function(h){if(s=h,null!==s){if(g=t.getRenderTarget(),s.addEventListener("select",N),s.addEventListener("selectstart",N),s.addEventListener("selectend",N),s.addEventListener("squeeze",N),s.addEventListener("squeezestart",N),s.addEventListener("squeezeend",N),s.addEventListener("end",O),s.addEventListener("inputsourceschange",z),!0!==f.xrCompatible&&await e.makeXRCompatible(),void 0===s.renderState.layers||!1===t.capabilities.isWebGL2){const i={antialias:void 0!==s.renderState.layers||f.antialias,alpha:f.alpha,depth:f.depth,stencil:f.stencil,framebufferScaleFactor:a};p=new XRWebGLLayer(s,e,i),s.updateRenderState({baseLayer:p}),v=new ne(p.framebufferWidth,p.framebufferHeight,{format:S,type:x,encoding:t.outputEncoding,stencilBuffer:f.stencil})}else{let o=null,l=null,c=null;f.depth&&(c=f.stencil?35056:33190,o=f.stencil?A:T,l=f.stencil?w:y),r.isMultiview=n&&i.has("OCULUS_multiview");const h={colorFormat:32856,depthFormat:c,scaleFactor:a};r.isMultiview&&(h.textureType="texture-array"),u=new XRWebGLBinding(s,e),d=u.createProjectionLayer(h),s.updateRenderState({layers:[d]});const p={format:S,type:x,depthTexture:new Ys(d.textureWidth,d.textureHeight,l,void 0,void 0,void 0,void 0,void 0,void 0,o),stencilBuffer:f.stencil,encoding:t.outputEncoding,samples:f.antialias?4:0};if(r.isMultiview){const t=i.get("OCULUS_multiview");this.maxNumViews=e.getParameter(t.MAX_VIEWS_OVR),v=new un(d.textureWidth,d.textureHeight,2,p)}else v=new ne(d.textureWidth,d.textureHeight,p);t.properties.get(v).__ignoreDepthValues=d.ignoreDepthValues}v.isXRRenderTarget=!0,this.setFoveation(1),c=null,o=await s.requestReferenceSpace(l),G.setContext(s),G.start(),r.isPresenting=!0,r.dispatchEvent({type:"sessionstart"})}};const U=new oe,B=new oe;function F(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()}this.updateCamera=function(t){if(null===s)return;P.near=L.near=C.near=t.near,P.far=L.far=C.far=t.far,I===P.near&&D===P.far||(s.updateRenderState({depthNear:P.near,depthFar:P.far}),I=P.near,D=P.far);const e=t.parent,i=P.cameras;F(P,e);for(let t=0;te&&(E.set(t,t.lastChangedTime),r.dispatchEvent({type:"planechanged",data:t}))}else b.add(t),E.set(t,i.lastChangedTime),r.dispatchEvent({type:"planeadded",data:t})}m=null})),this.setAnimationLoop=function(t){k=t},this.dispose=function(){}}}function Js(t,e){function i(i,n){i.opacity.value=n.opacity,n.color&&i.diffuse.value.copy(n.color),n.emissive&&i.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity),n.map&&(i.map.value=n.map),n.alphaMap&&(i.alphaMap.value=n.alphaMap),n.bumpMap&&(i.bumpMap.value=n.bumpMap,i.bumpScale.value=n.bumpScale,1===n.side&&(i.bumpScale.value*=-1)),n.displacementMap&&(i.displacementMap.value=n.displacementMap,i.displacementScale.value=n.displacementScale,i.displacementBias.value=n.displacementBias),n.emissiveMap&&(i.emissiveMap.value=n.emissiveMap),n.normalMap&&(i.normalMap.value=n.normalMap,i.normalScale.value.copy(n.normalScale),1===n.side&&i.normalScale.value.negate()),n.specularMap&&(i.specularMap.value=n.specularMap),n.alphaTest>0&&(i.alphaTest.value=n.alphaTest);const r=e.get(n).envMap;if(r&&(i.envMap.value=r,i.flipEnvMap.value=r.isCubeTexture&&!1===r.isRenderTargetTexture?-1:1,i.reflectivity.value=n.reflectivity,i.ior.value=n.ior,i.refractionRatio.value=n.refractionRatio),n.lightMap){i.lightMap.value=n.lightMap;const e=!0!==t.physicallyCorrectLights?Math.PI:1;i.lightMapIntensity.value=n.lightMapIntensity*e}let s,a;n.aoMap&&(i.aoMap.value=n.aoMap,i.aoMapIntensity.value=n.aoMapIntensity),n.map?s=n.map:n.specularMap?s=n.specularMap:n.displacementMap?s=n.displacementMap:n.normalMap?s=n.normalMap:n.bumpMap?s=n.bumpMap:n.roughnessMap?s=n.roughnessMap:n.metalnessMap?s=n.metalnessMap:n.alphaMap?s=n.alphaMap:n.emissiveMap?s=n.emissiveMap:n.clearcoatMap?s=n.clearcoatMap:n.clearcoatNormalMap?s=n.clearcoatNormalMap:n.clearcoatRoughnessMap?s=n.clearcoatRoughnessMap:n.iridescenceMap?s=n.iridescenceMap:n.iridescenceThicknessMap?s=n.iridescenceThicknessMap:n.specularIntensityMap?s=n.specularIntensityMap:n.specularColorMap?s=n.specularColorMap:n.transmissionMap?s=n.transmissionMap:n.thicknessMap?s=n.thicknessMap:n.sheenColorMap?s=n.sheenColorMap:n.sheenRoughnessMap&&(s=n.sheenRoughnessMap),void 0!==s&&(s.isWebGLRenderTarget&&(s=s.texture),!0===s.matrixAutoUpdate&&s.updateMatrix(),i.uvTransform.value.copy(s.matrix)),n.aoMap?a=n.aoMap:n.lightMap&&(a=n.lightMap),void 0!==a&&(a.isWebGLRenderTarget&&(a=a.texture),!0===a.matrixAutoUpdate&&a.updateMatrix(),i.uv2Transform.value.copy(a.matrix))}return{refreshFogUniforms:function(e,i){i.color.getRGB(e.fogColor.value,en(t)),i.isFog?(e.fogNear.value=i.near,e.fogFar.value=i.far):i.isFogExp2&&(e.fogDensity.value=i.density)},refreshMaterialUniforms:function(t,n,r,s,a){n.isMeshBasicMaterial||n.isMeshLambertMaterial?i(t,n):n.isMeshToonMaterial?(i(t,n),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,n)):n.isMeshPhongMaterial?(i(t,n),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,n)):n.isMeshStandardMaterial?(i(t,n),function(t,i){t.roughness.value=i.roughness,t.metalness.value=i.metalness,i.roughnessMap&&(t.roughnessMap.value=i.roughnessMap);i.metalnessMap&&(t.metalnessMap.value=i.metalnessMap);const n=e.get(i).envMap;n&&(t.envMapIntensity.value=i.envMapIntensity)}(t,n),n.isMeshPhysicalMaterial&&function(t,e,i){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap),e.clearcoatNormalMap&&(t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),t.clearcoatNormalMap.value=e.clearcoatNormalMap,1===e.side&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap);e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap)}(t,n,a)):n.isMeshMatcapMaterial?(i(t,n),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,n)):n.isMeshDepthMaterial?i(t,n):n.isMeshDistanceMaterial?(i(t,n),function(t,e){t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,n)):n.isMeshNormalMaterial?i(t,n):n.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,n),n.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,n)):n.isPointsMaterial?function(t,e,i,n){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*n,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let r;e.map?r=e.map:e.alphaMap&&(r=e.alphaMap);void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),t.uvTransform.value.copy(r.matrix))}(t,n,r,s):n.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let i;e.map?i=e.map:e.alphaMap&&(i=e.alphaMap);void 0!==i&&(!0===i.matrixAutoUpdate&&i.updateMatrix(),t.uvTransform.value.copy(i.matrix))}(t,n):n.isShadowMaterial?(t.color.value.copy(n.color),t.opacity.value=n.opacity):n.isShaderMaterial&&(n.uniformsNeedUpdate=!1)}}}function Ks(t,e,i,n){let r={},s={},a=[];const o=i.isWebGL2?t.getParameter(35375):0;function l(t,e,i){const n=t.value;if(void 0===i[e]){if("number"==typeof n)i[e]=n;else{const t=Array.isArray(n)?n:[n],r=[];for(let e=0;e0){r=i%n;0!==r&&n-r-a.boundary<0&&(i+=n-r,s.__offset=i)}i+=a.storage}r=i%n,r>0&&(i+=n-r);t.__size=i,t.__cache={}}(i),d=function(e){const i=function(){for(let t=0;t0?pt.updateCameraProjectionMatricesUniform(t,R):R.setValue(Mt,"projectionMatrix",t.projectionMatrix),J.logarithmicDepthBuffer&&R.setValue(Mt,"logDepthBufFC",2/(Math.log(t.far+1)/Math.LN2)),C!==t&&(C=t,T=!0,L=!0),n.isShaderMaterial||n.isMeshPhongMaterial||n.isMeshToonMaterial||n.isMeshStandardMaterial||n.envMap){const e=R.map.cameraPosition;void 0!==e&&e.setValue(Mt,q.setFromMatrixPosition(t.matrixWorld))}(n.isMeshPhongMaterial||n.isMeshToonMaterial||n.isMeshLambertMaterial||n.isMeshBasicMaterial||n.isMeshStandardMaterial||n.isShaderMaterial)&&R.setValue(Mt,"isOrthographic",!0===t.isOrthographicCamera),(n.isMeshPhongMaterial||n.isMeshToonMaterial||n.isMeshLambertMaterial||n.isMeshBasicMaterial||n.isMeshStandardMaterial||n.isShaderMaterial||n.isShadowMaterial||r.isSkinnedMesh)&&(w.numMultiviewViews>0?pt.updateCameraViewMatricesUniform(t,R):R.setValue(Mt,"viewMatrix",t.matrixWorldInverse))}if(r.isSkinnedMesh){R.setOptional(Mt,r,"bindMatrix"),R.setOptional(Mt,r,"bindMatrixInverse");const t=r.skeleton;t&&(J.floatVertexTextures?(null===t.boneTexture&&t.computeBoneTexture(),R.setValue(Mt,"boneTexture",t.boneTexture,tt),R.setValue(Mt,"boneTextureSize",t.boneTextureSize)):console.warn("THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required."))}const I=i.morphAttributes;(void 0!==I.position||void 0!==I.normal||void 0!==I.color&&!0===J.isWebGL2)&&ft.update(r,i,n,w);(T||y.receiveShadow!==r.receiveShadow)&&(y.receiveShadow=r.receiveShadow,R.setValue(Mt,"receiveShadow",r.receiveShadow));n.isMeshGouraudMaterial&&null!==n.envMap&&(P.envMap.value=l,P.flipEnvMap.value=l.isCubeTexture&&!1===l.isRenderTargetTexture?-1:1);T&&(R.setValue(Mt,"toneMappingExposure",_.toneMappingExposure),y.needsLights&&(z=L,(O=P).ambientLightColor.needsUpdate=z,O.lightProbe.needsUpdate=z,O.directionalLights.needsUpdate=z,O.directionalLightShadows.needsUpdate=z,O.pointLights.needsUpdate=z,O.pointLightShadows.needsUpdate=z,O.spotLights.needsUpdate=z,O.spotLightShadows.needsUpdate=z,O.rectAreaLights.needsUpdate=z,O.hemisphereLights.needsUpdate=z),s&&!0===n.fog&&ot.refreshFogUniforms(P,s),ot.refreshMaterialUniforms(P,n,N,D,H),ss.upload(Mt,y.uniformsList,P,tt));var O,z;n.isShaderMaterial&&!0===n.uniformsNeedUpdate&&(ss.upload(Mt,y.uniformsList,P,tt),n.uniformsNeedUpdate=!1);n.isSpriteMaterial&&R.setValue(Mt,"center",r.center);w.numMultiviewViews>0?pt.updateObjectMatricesUniforms(r,t,R):(R.setValue(Mt,"modelViewMatrix",r.modelViewMatrix),R.setValue(Mt,"normalMatrix",r.normalMatrix));if(R.setValue(Mt,"modelMatrix",r.matrixWorld),n.isShaderMaterial||n.isRawShaderMaterial){const t=n.uniformsGroups;for(let e=0,i=t.length;e0&&function(t,e,i){const n=J.isWebGL2;null===H&&(H=new ne(1,1,{generateMipmaps:!0,type:Z.has("EXT_color_buffer_half_float")?b:x,minFilter:v,samples:n&&!0===a?4:0}));_.getDrawingBufferSize(j),n?H.setSize(j.x,j.y):H.setSize(Ct(j.x),Ct(j.y));const r=_.getRenderTarget();_.setRenderTarget(H),_.clear();const s=_.toneMapping;_.toneMapping=0,zt(t,e,i),_.toneMapping=s,tt.updateMultisampleRenderTarget(H),tt.updateRenderTargetMipmap(H),_.setRenderTarget(r)}(r,e,i),n&&K.viewport(L.copy(n)),r.length>0&&zt(r,e,i),s.length>0&&zt(s,e,i),o.length>0&&zt(o,e,i),K.buffers.depth.setTest(!0),K.buffers.depth.setMask(!0),K.buffers.color.setMask(!0),K.setPolygonOffset(!1)}function zt(t,e,i){const n=!0===e.isScene?e.overrideMaterial:null;for(let r=0,s=t.length;r0?g[g.length-1]:null,f.pop(),p=f.length>0?f[f.length-1]:null},this.getActiveCubeFace=function(){return w},this.getActiveMipmapLevel=function(){return T},this.getRenderTarget=function(){return A},this.setRenderTargetTextures=function(t,e,i){Q.get(t.texture).__webglTexture=e,Q.get(t.depthTexture).__webglTexture=i;const n=Q.get(t);n.__hasExternalTextures=!0,n.__autoAllocateDepthBuffer=void 0===i,n.__autoAllocateDepthBuffer||A.isWebGLMultiviewRenderTarget||!0===Z.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),n.__useRenderToTexture=!1)},this.setRenderTargetFramebuffer=function(t,e){const i=Q.get(t);i.__webglFramebuffer=e,i.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,i=0){A=t,w=e,T=i;let n=!0,r=null,s=!1,a=!1;if(t){const i=Q.get(t);void 0!==i.__useDefaultFramebuffer?(K.bindFramebuffer(36160,null),n=!1):void 0===i.__webglFramebuffer?tt.setupRenderTarget(t):i.__hasExternalTextures&&tt.rebindTextures(t,Q.get(t.texture).__webglTexture,Q.get(t.depthTexture).__webglTexture);const o=t.texture;(o.isData3DTexture||o.isDataArrayTexture||o.isCompressedArrayTexture)&&(a=!0);const l=Q.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=l[e],s=!0):r=J.isWebGL2&&t.samples>0&&!1===tt.useMultisampledRTT(t)?Q.get(t).__webglMultisampledFramebuffer:l,L.copy(t.viewport),R.copy(t.scissor),P=t.scissorTest}else L.copy(U).multiplyScalar(N).floor(),R.copy(B).multiplyScalar(N).floor(),P=F;if(K.bindFramebuffer(36160,r)&&J.drawBuffers&&n&&K.drawBuffers(t,r),K.viewport(L),K.scissor(R),K.setScissorTest(P),s){const n=Q.get(t.texture);Mt.framebufferTexture2D(36160,36064,34069+e,n.__webglTexture,i)}else if(a){const n=Q.get(t.texture),r=e||0;Mt.framebufferTextureLayer(36160,36064,n.__webglTexture,i||0,r)}E=-1},this.readRenderTargetPixels=function(t,e,i,n,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=Q.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){K.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==S&&xt.convert(o)!==Mt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===b&&(Z.has("EXT_color_buffer_half_float")||J.isWebGL2&&Z.has("EXT_color_buffer_float"));if(!(l===x||xt.convert(l)===Mt.getParameter(35738)||l===M&&(J.isWebGL2||Z.has("OES_texture_float")||Z.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-n&&i>=0&&i<=t.height-r&&Mt.readPixels(e,i,n,r,xt.convert(o),xt.convert(l),s)}finally{const t=null!==A?Q.get(A).__webglFramebuffer:null;K.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,i=0){const n=Math.pow(2,-i),r=Math.floor(e.image.width*n),s=Math.floor(e.image.height*n);tt.setTexture2D(e,0),Mt.copyTexSubImage2D(3553,i,0,0,t.x,t.y,r,s),K.unbindTexture()},this.copyTextureToTexture=function(t,e,i,n=0){const r=e.image.width,s=e.image.height,a=xt.convert(i.format),o=xt.convert(i.type);tt.setTexture2D(i,0),Mt.pixelStorei(37440,i.flipY),Mt.pixelStorei(37441,i.premultiplyAlpha),Mt.pixelStorei(3317,i.unpackAlignment),e.isDataTexture?Mt.texSubImage2D(3553,n,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?Mt.compressedTexSubImage2D(3553,n,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):Mt.texSubImage2D(3553,n,t.x,t.y,a,o,e.image),0===n&&i.generateMipmaps&&Mt.generateMipmap(3553),K.unbindTexture()},this.copyTextureToTexture3D=function(t,e,i,n,r=0){if(_.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const s=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=xt.convert(n.format),c=xt.convert(n.type);let h;if(n.isData3DTexture)tt.setTexture3D(n,0),h=32879;else{if(!n.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");tt.setTexture2DArray(n,0),h=35866}Mt.pixelStorei(37440,n.flipY),Mt.pixelStorei(37441,n.premultiplyAlpha),Mt.pixelStorei(3317,n.unpackAlignment);const u=Mt.getParameter(3314),d=Mt.getParameter(32878),p=Mt.getParameter(3316),m=Mt.getParameter(3315),f=Mt.getParameter(32877),g=i.isCompressedTexture?i.mipmaps[0]:i.image;Mt.pixelStorei(3314,g.width),Mt.pixelStorei(32878,g.height),Mt.pixelStorei(3316,t.min.x),Mt.pixelStorei(3315,t.min.y),Mt.pixelStorei(32877,t.min.z),i.isDataTexture||i.isData3DTexture?Mt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g.data):i.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),Mt.compressedTexSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,g.data)):Mt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g),Mt.pixelStorei(3314,u),Mt.pixelStorei(32878,d),Mt.pixelStorei(3316,p),Mt.pixelStorei(3315,m),Mt.pixelStorei(32877,f),0===r&&n.generateMipmaps&&Mt.generateMipmap(h),K.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?tt.setTextureCube(t,0):t.isData3DTexture?tt.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?tt.setTexture2DArray(t,0):tt.setTexture2D(t,0),K.unbindTexture()},this.resetState=function(){w=0,T=0,A=null,K.reset(),_t.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}class Qs extends $s{}Qs.prototype.isWebGL1Renderer=!0;class ta{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new Zt(t),this.density=e}clone(){return new ta(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}class ea{constructor(t,e=1,i=1e3){this.isFog=!0,this.name="",this.color=new Zt(t),this.near=e,this.far=i}clone(){return new ea(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}class ia extends li{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(e.object.backgroundIntensity=this.backgroundIntensity),e}get autoUpdate(){return console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate}set autoUpdate(t){console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate=t}}class na{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=mt,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=bt()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,i){t*=this.stride,i*=e.stride;for(let n=0,r=this.stride;nt.far||e.push({distance:o,point:la.clone(),uv:_i.getUV(la,ma,fa,ga,va,xa,_a,new It),face:null,object:this})}copy(t,e){return super.copy(t,e),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function Ma(t,e,i,n,r,s){ua.subVectors(t,i).addScalar(.5).multiply(n),void 0!==r?(da.x=s*ua.x-r*ua.y,da.y=r*ua.x+s*ua.y):da.copy(ua),t.copy(e),t.x+=da.x,t.y+=da.y,t.applyMatrix4(pa)}const ba=new oe,wa=new oe;class Sa extends li{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,i=e.length;t0){let i,n;for(i=1,n=e.length;i0){ba.setFromMatrixPosition(this.matrixWorld);const i=t.ray.origin.distanceTo(ba);this.getObjectForDistance(i).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){ba.setFromMatrixPosition(t.matrixWorld),wa.setFromMatrixPosition(this.matrixWorld);const i=ba.distanceTo(wa)/t.zoom;let n,r;for(e[0].object.visible=!0,n=1,r=e.length;n=t))break;e[n-1].object.visible=!1,e[n].object.visible=!0}for(this._currentLevel=n-1;no)continue;u.applyMatrix4(this.matrixWorld);const s=t.ray.origin.distanceTo(u);st.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}else{for(let i=Math.max(0,s.start),n=Math.min(m.count,s.start+s.count)-1;io)continue;u.applyMatrix4(this.matrixWorld);const n=t.ray.origin.distanceTo(u);nt.far||e.push({distance:n,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;tr.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:i,index:e,face:null,object:a})}}class oo extends ee{constructor(t,e,i,n,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,n,r,h,u),this.isCompressedTexture=!0,this.image={width:e,height:i},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class lo{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const i=this.getUtoTmapping(t);return this.getPoint(i,e)}getPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPoint(i/t));return e}getSpacedPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPointAt(i/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let i,n=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)i=this.getPoint(s/t),r+=i.distanceTo(n),e.push(r),n=i;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const i=this.getLengths();let n=0;const r=i.length;let s;s=e||t*i[r-1];let a,o=0,l=r-1;for(;o<=l;)if(n=Math.floor(o+(l-o)/2),a=i[n]-s,a<0)o=n+1;else{if(!(a>0)){l=n;break}l=n-1}if(n=l,i[n]===s)return n/(r-1);const c=i[n];return(n+(s-c)/(i[n+1]-c))/(r-1)}getTangent(t,e){const i=1e-4;let n=t-i,r=t+i;n<0&&(n=0),r>1&&(r=1);const s=this.getPoint(n),a=this.getPoint(r),o=e||(s.isVector2?new It:new oe);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const i=this.getUtoTmapping(t);return this.getTangent(i,e)}computeFrenetFrames(t,e){const i=new oe,n=[],r=[],s=[],a=new oe,o=new Ue;for(let e=0;e<=t;e++){const i=e/t;n[e]=this.getTangentAt(i,new oe)}r[0]=new oe,s[0]=new oe;let l=Number.MAX_VALUE;const c=Math.abs(n[0].x),h=Math.abs(n[0].y),u=Math.abs(n[0].z);c<=l&&(l=c,i.set(1,0,0)),h<=l&&(l=h,i.set(0,1,0)),u<=l&&i.set(0,0,1),a.crossVectors(n[0],i).normalize(),r[0].crossVectors(n[0],a),s[0].crossVectors(n[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(n[e-1],n[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(wt(n[e-1].dot(n[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(n[e],r[e])}if(!0===e){let e=Math.acos(wt(r[0].dot(r[t]),-1,1));e/=t,n[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let i=1;i<=t;i++)r[i].applyMatrix4(o.makeRotationAxis(n[i],e*i)),s[i].crossVectors(n[i],r[i])}return{tangents:n,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class co extends lo{constructor(t=0,e=0,i=1,n=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=i,this.yRadius=n,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const i=e||new It,n=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)n;)r-=n;r0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=n[(l-1)%r]:(po.subVectors(n[0],n[1]).add(n[0]),a=po);const h=n[l%r],u=n[(l+1)%r];if(this.closed||l+2n.length-2?n.length-1:s+1],h=n[s>n.length-3?n.length-1:s+2];return i.set(xo(a,o.x,l.x,c.x,h.x),xo(a,o.y,l.y,c.y,h.y)),i}copy(t){super.copy(t),this.points=[];for(let e=0,i=t.points.length;e=i){const t=n[r]-i,s=this.curves[r],a=s.getLength(),o=0===a?0:1-t/a;return s.getPointAt(o,e)}r++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let i=0,n=this.curves.length;i1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,i=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class Po extends zi{constructor(t=[new It(0,-.5),new It(.5,0),new It(0,.5)],e=12,i=0,n=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:i,phiLength:n},e=Math.floor(e),n=wt(n,0,2*Math.PI);const r=[],s=[],a=[],o=[],l=[],c=1/e,h=new oe,u=new It,d=new oe,p=new oe,m=new oe;let f=0,g=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,m.copy(d),d.normalize(),o.push(d.x,d.y,d.z);break;case t.length-1:o.push(m.x,m.y,m.z);break;default:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,p.copy(d),d.x+=m.x,d.y+=m.y,d.z+=m.z,d.normalize(),o.push(d.x,d.y,d.z),m.copy(p)}for(let r=0;r<=e;r++){const d=i+r*c*n,p=Math.sin(d),m=Math.cos(d);for(let i=0;i<=t.length-1;i++){h.x=t[i].x*p,h.y=t[i].y,h.z=t[i].x*m,s.push(h.x,h.y,h.z),u.x=r/e,u.y=i/(t.length-1),a.push(u.x,u.y);const n=o[3*i+0]*p,c=o[3*i+1],d=o[3*i+0]*m;l.push(n,c,d)}}for(let i=0;i0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new Ci(h,3)),this.setAttribute("normal",new Ci(u,3)),this.setAttribute("uv",new Ci(d,2))}static fromJSON(t){return new No(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Oo extends No{constructor(t=1,e=1,i=32,n=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,i,n,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:i,heightSegments:n,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new Oo(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class zo extends zi{constructor(t=[],e=[],i=1,n=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:i,detail:n};const r=[],s=[];function a(t,e,i,n){const r=n+1,s=[];for(let n=0;n<=r;n++){s[n]=[];const a=t.clone().lerp(i,n/r),o=e.clone().lerp(i,n/r),l=r-n;for(let t=0;t<=l;t++)s[n][t]=0===t&&n===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),i<.2&&(s[t+2]+=1),n<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new Ci(r,3)),this.setAttribute("normal",new Ci(r.slice(),3)),this.setAttribute("uv",new Ci(s,2)),0===n?this.computeVertexNormals():this.normalizeNormals()}static fromJSON(t){return new zo(t.vertices,t.indices,t.radius,t.details)}}class Uo extends zo{constructor(t=1,e=0){const i=(1+Math.sqrt(5))/2,n=1/i;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-n,-i,0,-n,i,0,n,-i,0,n,i,-n,-i,0,-n,i,0,n,-i,0,n,i,0,-i,0,-n,i,0,-n,-i,0,n,i,0,n],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new Uo(t.radius,t.detail)}}const Bo=new oe,Fo=new oe,ko=new oe,Go=new _i;class Vo extends zi{constructor(t=null,e=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:t,thresholdAngle:e},null!==t){const i=4,n=Math.pow(10,i),r=Math.cos(yt*e),s=t.getIndex(),a=t.getAttribute("position"),o=s?s.count:a.count,l=[0,0,0],c=["a","b","c"],h=new Array(3),u={},d=[];for(let t=0;t80*i){o=c=t[0],l=h=t[1];for(let e=i;ec&&(c=u),d>h&&(h=d);p=Math.max(c-o,h-l),p=0!==p?32767/p:0}return Xo(s,a,i,o,l,p,0),a};function jo(t,e,i,n,r){let s,a;if(r===function(t,e,i,n){let r=0;for(let s=e,a=i-n;s0)for(s=e;s=e;s-=n)a=dl(s,t[s],t[s+1],a);return a&&al(a,a.next)&&(pl(a),a=a.next),a}function qo(t,e){if(!t)return t;e||(e=t);let i,n=t;do{if(i=!1,n.steiner||!al(n,n.next)&&0!==sl(n.prev,n,n.next))n=n.next;else{if(pl(n),n=e=n.prev,n===n.next)break;i=!0}}while(i||n!==e);return e}function Xo(t,e,i,n,r,s,a){if(!t)return;!a&&s&&function(t,e,i,n){let 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sl(t.prev,t,t.next)<0?sl(t,e,t.next)>=0&&sl(t,t.prev,e)>=0:sl(t,e,t.prev)<0||sl(t,t.next,e)<0}function ul(t,e){const i=new ml(t.i,t.x,t.y),n=new ml(e.i,e.x,e.y),r=t.next,s=e.prev;return t.next=e,e.prev=t,i.next=r,r.prev=i,n.next=i,i.prev=n,s.next=n,n.prev=s,n}function dl(t,e,i,n){const r=new ml(t,e,i);return n?(r.next=n.next,r.prev=n,n.next.prev=r,n.next=r):(r.prev=r,r.next=r),r}function pl(t){t.next.prev=t.prev,t.prev.next=t.next,t.prevZ&&(t.prevZ.nextZ=t.nextZ),t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function ml(t,e,i){this.i=t,this.x=e,this.y=i,this.prev=null,this.next=null,this.z=0,this.prevZ=null,this.nextZ=null,this.steiner=!1}class fl{static area(t){const e=t.length;let i=0;for(let n=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function vl(t,e){for(let i=0;iNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,m=e.y+a/u,f=((i.x-c/d-p)*c-(i.y+l/d-m)*l)/(a*c-o*l);n=p+a*f-t.x,r=m+o*f-t.y;const g=n*n+r*r;if(g<=2)return new It(n,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(n=-o,r=a,s=Math.sqrt(h)):(n=a,r=o,s=Math.sqrt(h/2))}return new It(n/s,r/s)}const P=[];for(let t=0,e=A.length,i=e-1,n=t+1;t=0;t--){const e=t/p,i=h*Math.cos(e*Math.PI/2),n=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=A.length;t=0;){const n=i;let r=i-1;r<0&&(r=t.length-1);for(let t=0,i=o+2*p;t0)&&d.push(e,r,l),(t!==i-1||o0!=t>0&&this.version++,this._sheen=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!=t>0&&this.version++,this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!=t>0&&this.version++,this._iridescence=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!=t>0&&this.version++,this._transmission=t}copy(t){return super.copy(t),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=t.clearcoat,this.clearcoatMap=t.clearcoatMap,this.clearcoatRoughness=t.clearcoatRoughness,this.clearcoatRoughnessMap=t.clearcoatRoughnessMap,this.clearcoatNormalMap=t.clearcoatNormalMap,this.clearcoatNormalScale.copy(t.clearcoatNormalScale),this.ior=t.ior,this.iridescence=t.iridescence,this.iridescenceMap=t.iridescenceMap,this.iridescenceIOR=t.iridescenceIOR,this.iridescenceThicknessRange=[...t.iridescenceThicknessRange],this.iridescenceThicknessMap=t.iridescenceThicknessMap,this.sheen=t.sheen,this.sheenColor.copy(t.sheenColor),this.sheenColorMap=t.sheenColorMap,this.sheenRoughness=t.sheenRoughness,this.sheenRoughnessMap=t.sheenRoughnessMap,this.transmission=t.transmission,this.transmissionMap=t.transmissionMap,this.thickness=t.thickness,this.thicknessMap=t.thicknessMap,this.attenuationDistance=t.attenuationDistance,this.attenuationColor.copy(t.attenuationColor),this.specularIntensity=t.specularIntensity,this.specularIntensityMap=t.specularIntensityMap,this.specularColor.copy(t.specularColor),this.specularColorMap=t.specularColorMap,this}}class zl extends Mi{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new Zt(16777215),this.specular=new Zt(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Zt(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new It(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.specular.copy(t.specular),this.shininess=t.shininess,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Ul extends Mi{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new Zt(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Zt(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new It(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.gradientMap=t.gradientMap,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}class Bl extends Mi{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new It(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(t)}copy(t){return super.copy(t),this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.flatShading=t.flatShading,this}}class Fl extends Mi{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new Zt(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Zt(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new It(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class kl extends Mi{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new Zt(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new It(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={MATCAP:""},this.color.copy(t.color),this.matcap=t.matcap,this.map=t.map,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Gl extends Ha{constructor(t){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(t)}copy(t){return super.copy(t),this.scale=t.scale,this.dashSize=t.dashSize,this.gapSize=t.gapSize,this}}function Vl(t,e,i){return Wl(t)?new t.constructor(t.subarray(e,void 0!==i?i:t.length)):t.slice(e,i)}function Hl(t,e,i){return!t||!i&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function Wl(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function jl(t){const e=t.length,i=new Array(e);for(let t=0;t!==e;++t)i[t]=t;return i.sort((function(e,i){return t[e]-t[i]})),i}function ql(t,e,i){const n=t.length,r=new t.constructor(n);for(let s=0,a=0;a!==n;++s){const n=i[s]*e;for(let i=0;i!==e;++i)r[a++]=t[n+i]}return r}function Xl(t,e,i,n){let r=1,s=t[0];for(;void 0!==s&&void 0===s[n];)s=t[r++];if(void 0===s)return;let a=s[n];if(void 0!==a)if(Array.isArray(a))do{a=s[n],void 0!==a&&(e.push(s.time),i.push.apply(i,a)),s=t[r++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[n],void 0!==a&&(e.push(s.time),a.toArray(i,i.length)),s=t[r++]}while(void 0!==s);else do{a=s[n],void 0!==a&&(e.push(s.time),i.push(a)),s=t[r++]}while(void 0!==s)}var Yl=Object.freeze({__proto__:null,arraySlice:Vl,convertArray:Hl,isTypedArray:Wl,getKeyframeOrder:jl,sortedArray:ql,flattenJSON:Xl,subclip:function(t,e,i,n,r=30){const s=t.clone();s.name=e;const a=[];for(let t=0;t=n)){l.push(e.times[t]);for(let i=0;is.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=n.times[u]){const t=u*l+o,e=t+l-o;d=Vl(n.values,t,e)}else{const t=n.createInterpolant(),e=o,i=l-o;t.evaluate(s),d=Vl(t.resultBuffer,e,i)}if("quaternion"===r){(new ae).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const a=e[1];t=r)break e}s=i,i=0}}for(;i>>1;te;)--s;if(++s,0!==r||s!==n){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=Vl(i,r,s),this.values=Vl(this.values,r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const i=this.times,n=this.values,r=i.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const n=i[e];if("number"==typeof n&&isNaN(n)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,n),t=!1;break}if(null!==s&&s>n){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,n,s),t=!1;break}s=n}if(void 0!==n&&Wl(n))for(let e=0,i=n.length;e!==i;++e){const i=n[e];if(isNaN(i)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,i),t=!1;break}}return t}optimize(){const t=Vl(this.times),e=Vl(this.values),i=this.getValueSize(),n=this.getInterpolation()===nt,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*i,n=s*i,a=0;a!==i;++a)e[n+a]=e[t+a];++s}return s!==t.length?(this.times=Vl(t,0,s),this.values=Vl(e,0,s*i)):(this.times=t,this.values=e),this}clone(){const t=Vl(this.times,0),e=Vl(this.values,0),i=new(0,this.constructor)(this.name,t,e);return i.createInterpolant=this.createInterpolant,i}}Ql.prototype.TimeBufferType=Float32Array,Ql.prototype.ValueBufferType=Float32Array,Ql.prototype.DefaultInterpolation=it;class tc extends Ql{}tc.prototype.ValueTypeName="bool",tc.prototype.ValueBufferType=Array,tc.prototype.DefaultInterpolation=et,tc.prototype.InterpolantFactoryMethodLinear=void 0,tc.prototype.InterpolantFactoryMethodSmooth=void 0;class ec extends Ql{}ec.prototype.ValueTypeName="color";class ic extends Ql{}ic.prototype.ValueTypeName="number";class nc extends Zl{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t,e,i,n){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(i-e)/(n-e);let l=t*a;for(let t=l+a;l!==t;l+=4)ae.slerpFlat(r,0,s,l-a,s,l,o);return r}}class rc extends Ql{InterpolantFactoryMethodLinear(t){return new nc(this.times,this.values,this.getValueSize(),t)}}rc.prototype.ValueTypeName="quaternion",rc.prototype.DefaultInterpolation=it,rc.prototype.InterpolantFactoryMethodSmooth=void 0;class sc extends Ql{}sc.prototype.ValueTypeName="string",sc.prototype.ValueBufferType=Array,sc.prototype.DefaultInterpolation=et,sc.prototype.InterpolantFactoryMethodLinear=void 0,sc.prototype.InterpolantFactoryMethodSmooth=void 0;class ac extends Ql{}ac.prototype.ValueTypeName="vector";class oc{constructor(t,e=-1,i,n=2500){this.name=t,this.tracks=i,this.duration=e,this.blendMode=n,this.uuid=bt(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],i=t.tracks,n=1/(t.fps||1);for(let t=0,r=i.length;t!==r;++t)e.push(lc(i[t]).scale(n));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],i=t.tracks,n={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,n=i.length;t!==n;++t)e.push(Ql.toJSON(i[t]));return n}static CreateFromMorphTargetSequence(t,e,i,n){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=n[t];e||(n[t]=e=[]),e.push(i)}}const s=[];for(const t in n)s.push(this.CreateFromMorphTargetSequence(t,n[t],e,i));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const i=function(t,e,i,n,r){if(0!==i.length){const s=[],a=[];Xl(i,s,a,n),0!==s.length&&r.push(new t(e,s,a))}},n=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t{e&&e(r),this.manager.itemEnd(t)}),0),r;if(void 0!==pc[t])return void pc[t].push({onLoad:e,onProgress:i,onError:n});pc[t]=[],pc[t].push({onLoad:e,onProgress:i,onError:n});const s=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),a=this.mimeType,o=this.responseType;fetch(s).then((e=>{if(200===e.status||0===e.status){if(0===e.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===e.body||void 0===e.body.getReader)return e;const i=pc[t],n=e.body.getReader(),r=e.headers.get("Content-Length")||e.headers.get("X-File-Size"),s=r?parseInt(r):0,a=0!==s;let o=0;const l=new ReadableStream({start(t){!function e(){n.read().then((({done:n,value:r})=>{if(n)t.close();else{o+=r.byteLength;const n=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:s});for(let t=0,e=i.length;t{switch(o){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,a)));case"json":return t.json();default:if(void 0===a)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(a),i=e&&e[1]?e[1].toLowerCase():void 0,n=new TextDecoder(i);return t.arrayBuffer().then((t=>n.decode(t)))}}})).then((e=>{cc.add(t,e);const i=pc[t];delete pc[t];for(let t=0,n=i.length;t{const i=pc[t];if(void 0===i)throw this.manager.itemError(t),e;delete pc[t];for(let t=0,n=i.length;t{this.manager.itemEnd(t)})),this.manager.itemStart(t)}setResponseType(t){return this.responseType=t,this}setMimeType(t){return this.mimeType=t,this}}class gc extends dc{constructor(t){super(t)}load(t,e,i,n){void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=this,s=cc.get(t);if(void 0!==s)return r.manager.itemStart(t),setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s;const a=Bt("img");function o(){c(),cc.add(t,this),e&&e(this),r.manager.itemEnd(t)}function l(e){c(),n&&n(e),r.manager.itemError(t),r.manager.itemEnd(t)}function c(){a.removeEventListener("load",o,!1),a.removeEventListener("error",l,!1)}return a.addEventListener("load",o,!1),a.addEventListener("error",l,!1),"data:"!==t.slice(0,5)&&void 0!==this.crossOrigin&&(a.crossOrigin=this.crossOrigin),r.manager.itemStart(t),a.src=t,a}}class vc extends li{constructor(t,e=1){super(),this.isLight=!0,this.type="Light",this.color=new Zt(t),this.intensity=e}dispose(){}copy(t,e){return super.copy(t,e),this.color.copy(t.color),this.intensity=t.intensity,this}toJSON(t){const e=super.toJSON(t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),void 0!==this.shadow&&(e.object.shadow=this.shadow.toJSON()),e}}class xc extends vc{constructor(t,e,i){super(t,i),this.isHemisphereLight=!0,this.type="HemisphereLight",this.position.copy(li.DEFAULT_UP),this.updateMatrix(),this.groundColor=new Zt(e)}copy(t,e){return super.copy(t,e),this.groundColor.copy(t.groundColor),this}}const _c=new Ue,yc=new oe,Mc=new oe;class bc{constructor(t){this.camera=t,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new It(512,512),this.map=null,this.mapPass=null,this.matrix=new Ue,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new xn,this._frameExtents=new It(1,1),this._viewportCount=1,this._viewports=[new ie(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(t){const e=this.camera,i=this.matrix;yc.setFromMatrixPosition(t.matrixWorld),e.position.copy(yc),Mc.setFromMatrixPosition(t.target.matrixWorld),e.lookAt(Mc),e.updateMatrixWorld(),_c.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this._frustum.setFromProjectionMatrix(_c),i.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),i.multiply(_c)}getViewport(t){return this._viewports[t]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}copy(t){return this.camera=t.camera.clone(),this.bias=t.bias,this.radius=t.radius,this.mapSize.copy(t.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){const t={};return 0!==this.bias&&(t.bias=this.bias),0!==this.normalBias&&(t.normalBias=this.normalBias),1!==this.radius&&(t.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(t.mapSize=this.mapSize.toArray()),t.camera=this.camera.toJSON(!1).object,delete t.camera.matrix,t}}class wc extends bc{constructor(){super(new an(50,1,.5,500)),this.isSpotLightShadow=!0,this.focus=1}updateMatrices(t){const e=this.camera,i=2*Mt*t.angle*this.focus,n=this.mapSize.width/this.mapSize.height,r=t.distance||e.far;i===e.fov&&n===e.aspect&&r===e.far||(e.fov=i,e.aspect=n,e.far=r,e.updateProjectionMatrix()),super.updateMatrices(t)}copy(t){return super.copy(t),this.focus=t.focus,this}}class Sc extends vc{constructor(t,e,i=0,n=Math.PI/3,r=0,s=2){super(t,e),this.isSpotLight=!0,this.type="SpotLight",this.position.copy(li.DEFAULT_UP),this.updateMatrix(),this.target=new li,this.distance=i,this.angle=n,this.penumbra=r,this.decay=s,this.map=null,this.shadow=new wc}get power(){return this.intensity*Math.PI}set power(t){this.intensity=t/Math.PI}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.angle=t.angle,this.penumbra=t.penumbra,this.decay=t.decay,this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}const Tc=new Ue,Ac=new oe,Ec=new oe;class Cc extends bc{constructor(){super(new an(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new It(4,2),this._viewportCount=6,this._viewports=[new ie(2,1,1,1),new ie(0,1,1,1),new ie(3,1,1,1),new ie(1,1,1,1),new ie(3,0,1,1),new ie(1,0,1,1)],this._cubeDirections=[new oe(1,0,0),new oe(-1,0,0),new oe(0,0,1),new oe(0,0,-1),new oe(0,1,0),new oe(0,-1,0)],this._cubeUps=[new oe(0,1,0),new oe(0,1,0),new oe(0,1,0),new oe(0,1,0),new oe(0,0,1),new oe(0,0,-1)]}updateMatrices(t,e=0){const i=this.camera,n=this.matrix,r=t.distance||i.far;r!==i.far&&(i.far=r,i.updateProjectionMatrix()),Ac.setFromMatrixPosition(t.matrixWorld),i.position.copy(Ac),Ec.copy(i.position),Ec.add(this._cubeDirections[e]),i.up.copy(this._cubeUps[e]),i.lookAt(Ec),i.updateMatrixWorld(),n.makeTranslation(-Ac.x,-Ac.y,-Ac.z),Tc.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(Tc)}}class Lc extends vc{constructor(t,e,i=0,n=2){super(t,e),this.isPointLight=!0,this.type="PointLight",this.distance=i,this.decay=n,this.shadow=new Cc}get power(){return 4*this.intensity*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.decay=t.decay,this.shadow=t.shadow.clone(),this}}class Rc extends bc{constructor(){super(new In(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class Pc extends vc{constructor(t,e){super(t,e),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(li.DEFAULT_UP),this.updateMatrix(),this.target=new li,this.shadow=new Rc}dispose(){this.shadow.dispose()}copy(t){return super.copy(t),this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}class Ic extends vc{constructor(t,e){super(t,e),this.isAmbientLight=!0,this.type="AmbientLight"}}class Dc extends vc{constructor(t,e,i=10,n=10){super(t,e),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=i,this.height=n}get power(){return this.intensity*this.width*this.height*Math.PI}set power(t){this.intensity=t/(this.width*this.height*Math.PI)}copy(t){return super.copy(t),this.width=t.width,this.height=t.height,this}toJSON(t){const e=super.toJSON(t);return e.object.width=this.width,e.object.height=this.height,e}}class Nc{constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let t=0;t<9;t++)this.coefficients.push(new oe)}set(t){for(let e=0;e<9;e++)this.coefficients[e].copy(t[e]);return this}zero(){for(let t=0;t<9;t++)this.coefficients[t].set(0,0,0);return this}getAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.282095),e.addScaledVector(s[1],.488603*n),e.addScaledVector(s[2],.488603*r),e.addScaledVector(s[3],.488603*i),e.addScaledVector(s[4],i*n*1.092548),e.addScaledVector(s[5],n*r*1.092548),e.addScaledVector(s[6],.315392*(3*r*r-1)),e.addScaledVector(s[7],i*r*1.092548),e.addScaledVector(s[8],.546274*(i*i-n*n)),e}getIrradianceAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.886227),e.addScaledVector(s[1],1.023328*n),e.addScaledVector(s[2],1.023328*r),e.addScaledVector(s[3],1.023328*i),e.addScaledVector(s[4],.858086*i*n),e.addScaledVector(s[5],.858086*n*r),e.addScaledVector(s[6],.743125*r*r-.247708),e.addScaledVector(s[7],.858086*i*r),e.addScaledVector(s[8],.429043*(i*i-n*n)),e}add(t){for(let e=0;e<9;e++)this.coefficients[e].add(t.coefficients[e]);return this}addScaledSH(t,e){for(let i=0;i<9;i++)this.coefficients[i].addScaledVector(t.coefficients[i],e);return this}scale(t){for(let e=0;e<9;e++)this.coefficients[e].multiplyScalar(t);return this}lerp(t,e){for(let i=0;i<9;i++)this.coefficients[i].lerp(t.coefficients[i],e);return this}equals(t){for(let e=0;e<9;e++)if(!this.coefficients[e].equals(t.coefficients[e]))return!1;return!0}copy(t){return this.set(t.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(t,e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].fromArray(t,e+3*n);return this}toArray(t=[],e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].toArray(t,e+3*n);return t}static getBasisAt(t,e){const i=t.x,n=t.y,r=t.z;e[0]=.282095,e[1]=.488603*n,e[2]=.488603*r,e[3]=.488603*i,e[4]=1.092548*i*n,e[5]=1.092548*n*r,e[6]=.315392*(3*r*r-1),e[7]=1.092548*i*r,e[8]=.546274*(i*i-n*n)}}class Oc extends vc{constructor(t=new Nc,e=1){super(void 0,e),this.isLightProbe=!0,this.sh=t}copy(t){return super.copy(t),this.sh.copy(t.sh),this}fromJSON(t){return this.intensity=t.intensity,this.sh.fromArray(t.sh),this}toJSON(t){const e=super.toJSON(t);return e.object.sh=this.sh.toArray(),e}}class zc extends dc{constructor(t){super(t),this.textures={}}load(t,e,i,n){const r=this,s=new fc(r.manager);s.setPath(r.path),s.setRequestHeader(r.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=this.textures;function i(t){return void 0===e[t]&&console.warn("THREE.MaterialLoader: Undefined texture",t),e[t]}const n=zc.createMaterialFromType(t.type);if(void 0!==t.uuid&&(n.uuid=t.uuid),void 0!==t.name&&(n.name=t.name),void 0!==t.color&&void 0!==n.color&&n.color.setHex(t.color),void 0!==t.roughness&&(n.roughness=t.roughness),void 0!==t.metalness&&(n.metalness=t.metalness),void 0!==t.sheen&&(n.sheen=t.sheen),void 0!==t.sheenColor&&(n.sheenColor=(new Zt).setHex(t.sheenColor)),void 0!==t.sheenRoughness&&(n.sheenRoughness=t.sheenRoughness),void 0!==t.emissive&&void 0!==n.emissive&&n.emissive.setHex(t.emissive),void 0!==t.specular&&void 0!==n.specular&&n.specular.setHex(t.specular),void 0!==t.specularIntensity&&(n.specularIntensity=t.specularIntensity),void 0!==t.specularColor&&void 0!==n.specularColor&&n.specularColor.setHex(t.specularColor),void 0!==t.shininess&&(n.shininess=t.shininess),void 0!==t.clearcoat&&(n.clearcoat=t.clearcoat),void 0!==t.clearcoatRoughness&&(n.clearcoatRoughness=t.clearcoatRoughness),void 0!==t.iridescence&&(n.iridescence=t.iridescence),void 0!==t.iridescenceIOR&&(n.iridescenceIOR=t.iridescenceIOR),void 0!==t.iridescenceThicknessRange&&(n.iridescenceThicknessRange=t.iridescenceThicknessRange),void 0!==t.transmission&&(n.transmission=t.transmission),void 0!==t.thickness&&(n.thickness=t.thickness),void 0!==t.attenuationDistance&&(n.attenuationDistance=t.attenuationDistance),void 0!==t.attenuationColor&&void 0!==n.attenuationColor&&n.attenuationColor.setHex(t.attenuationColor),void 0!==t.fog&&(n.fog=t.fog),void 0!==t.flatShading&&(n.flatShading=t.flatShading),void 0!==t.blending&&(n.blending=t.blending),void 0!==t.combine&&(n.combine=t.combine),void 0!==t.side&&(n.side=t.side),void 0!==t.shadowSide&&(n.shadowSide=t.shadowSide),void 0!==t.opacity&&(n.opacity=t.opacity),void 0!==t.transparent&&(n.transparent=t.transparent),void 0!==t.alphaTest&&(n.alphaTest=t.alphaTest),void 0!==t.depthTest&&(n.depthTest=t.depthTest),void 0!==t.depthWrite&&(n.depthWrite=t.depthWrite),void 0!==t.colorWrite&&(n.colorWrite=t.colorWrite),void 0!==t.stencilWrite&&(n.stencilWrite=t.stencilWrite),void 0!==t.stencilWriteMask&&(n.stencilWriteMask=t.stencilWriteMask),void 0!==t.stencilFunc&&(n.stencilFunc=t.stencilFunc),void 0!==t.stencilRef&&(n.stencilRef=t.stencilRef),void 0!==t.stencilFuncMask&&(n.stencilFuncMask=t.stencilFuncMask),void 0!==t.stencilFail&&(n.stencilFail=t.stencilFail),void 0!==t.stencilZFail&&(n.stencilZFail=t.stencilZFail),void 0!==t.stencilZPass&&(n.stencilZPass=t.stencilZPass),void 0!==t.wireframe&&(n.wireframe=t.wireframe),void 0!==t.wireframeLinewidth&&(n.wireframeLinewidth=t.wireframeLinewidth),void 0!==t.wireframeLinecap&&(n.wireframeLinecap=t.wireframeLinecap),void 0!==t.wireframeLinejoin&&(n.wireframeLinejoin=t.wireframeLinejoin),void 0!==t.rotation&&(n.rotation=t.rotation),1!==t.linewidth&&(n.linewidth=t.linewidth),void 0!==t.dashSize&&(n.dashSize=t.dashSize),void 0!==t.gapSize&&(n.gapSize=t.gapSize),void 0!==t.scale&&(n.scale=t.scale),void 0!==t.polygonOffset&&(n.polygonOffset=t.polygonOffset),void 0!==t.polygonOffsetFactor&&(n.polygonOffsetFactor=t.polygonOffsetFactor),void 0!==t.polygonOffsetUnits&&(n.polygonOffsetUnits=t.polygonOffsetUnits),void 0!==t.dithering&&(n.dithering=t.dithering),void 0!==t.alphaToCoverage&&(n.alphaToCoverage=t.alphaToCoverage),void 0!==t.premultipliedAlpha&&(n.premultipliedAlpha=t.premultipliedAlpha),void 0!==t.visible&&(n.visible=t.visible),void 0!==t.toneMapped&&(n.toneMapped=t.toneMapped),void 0!==t.userData&&(n.userData=t.userData),void 0!==t.vertexColors&&("number"==typeof t.vertexColors?n.vertexColors=t.vertexColors>0:n.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(n.uniforms[e]={},r.type){case"t":n.uniforms[e].value=i(r.value);break;case"c":n.uniforms[e].value=(new Zt).setHex(r.value);break;case"v2":n.uniforms[e].value=(new It).fromArray(r.value);break;case"v3":n.uniforms[e].value=(new oe).fromArray(r.value);break;case"v4":n.uniforms[e].value=(new ie).fromArray(r.value);break;case"m3":n.uniforms[e].value=(new Dt).fromArray(r.value);break;case"m4":n.uniforms[e].value=(new Ue).fromArray(r.value);break;default:n.uniforms[e].value=r.value}}if(void 0!==t.defines&&(n.defines=t.defines),void 0!==t.vertexShader&&(n.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(n.fragmentShader=t.fragmentShader),void 0!==t.glslVersion&&(n.glslVersion=t.glslVersion),void 0!==t.extensions)for(const e in t.extensions)n.extensions[e]=t.extensions[e];if(void 0!==t.size&&(n.size=t.size),void 0!==t.sizeAttenuation&&(n.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(n.map=i(t.map)),void 0!==t.matcap&&(n.matcap=i(t.matcap)),void 0!==t.alphaMap&&(n.alphaMap=i(t.alphaMap)),void 0!==t.bumpMap&&(n.bumpMap=i(t.bumpMap)),void 0!==t.bumpScale&&(n.bumpScale=t.bumpScale),void 0!==t.normalMap&&(n.normalMap=i(t.normalMap)),void 0!==t.normalMapType&&(n.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),n.normalScale=(new It).fromArray(e)}return void 0!==t.displacementMap&&(n.displacementMap=i(t.displacementMap)),void 0!==t.displacementScale&&(n.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(n.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(n.roughnessMap=i(t.roughnessMap)),void 0!==t.metalnessMap&&(n.metalnessMap=i(t.metalnessMap)),void 0!==t.emissiveMap&&(n.emissiveMap=i(t.emissiveMap)),void 0!==t.emissiveIntensity&&(n.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(n.specularMap=i(t.specularMap)),void 0!==t.specularIntensityMap&&(n.specularIntensityMap=i(t.specularIntensityMap)),void 0!==t.specularColorMap&&(n.specularColorMap=i(t.specularColorMap)),void 0!==t.envMap&&(n.envMap=i(t.envMap)),void 0!==t.envMapIntensity&&(n.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(n.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(n.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(n.lightMap=i(t.lightMap)),void 0!==t.lightMapIntensity&&(n.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(n.aoMap=i(t.aoMap)),void 0!==t.aoMapIntensity&&(n.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(n.gradientMap=i(t.gradientMap)),void 0!==t.clearcoatMap&&(n.clearcoatMap=i(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(n.clearcoatRoughnessMap=i(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(n.clearcoatNormalMap=i(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(n.clearcoatNormalScale=(new It).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(n.iridescenceMap=i(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(n.iridescenceThicknessMap=i(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(n.transmissionMap=i(t.transmissionMap)),void 0!==t.thicknessMap&&(n.thicknessMap=i(t.thicknessMap)),void 0!==t.sheenColorMap&&(n.sheenColorMap=i(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(n.sheenRoughnessMap=i(t.sheenRoughnessMap)),n}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:Il,SpriteMaterial:aa,RawShaderMaterial:Dl,ShaderMaterial:rn,PointsMaterial:to,MeshPhysicalMaterial:Ol,MeshStandardMaterial:Nl,MeshPhongMaterial:zl,MeshToonMaterial:Ul,MeshNormalMaterial:Bl,MeshLambertMaterial:Fl,MeshDepthMaterial:Us,MeshDistanceMaterial:Bs,MeshBasicMaterial:bi,MeshMatcapMaterial:kl,LineDashedMaterial:Gl,LineBasicMaterial:Ha,Material:Mi}[t]}}class Uc{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let i=0,n=t.length;i0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t0&&this._mixBufferRegionAdditive(i,n,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(i[t]!==i[t+e]){a.setValue(i,n);break}}saveOriginalState(){const t=this.binding,e=this.buffer,i=this.valueSize,n=i*this._origIndex;t.getValue(e,n);for(let t=i,r=n;t!==r;++t)e[t]=e[n+t%i];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let i=t;i=.5)for(let n=0;n!==r;++n)t[e+n]=t[i+n]}_slerp(t,e,i,n){ae.slerpFlat(t,e,t,e,t,i,n)}_slerpAdditive(t,e,i,n,r){const s=this._workIndex*r;ae.multiplyQuaternionsFlat(t,s,t,e,t,i),ae.slerpFlat(t,e,t,e,t,s,n)}_lerp(t,e,i,n,r){const s=1-n;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[i+a]*n}}_lerpAdditive(t,e,i,n,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[i+s]*n}}}const ah="\\[\\]\\.:\\/",oh=new RegExp("["+ah+"]","g"),lh="[^"+ah+"]",ch="[^"+ah.replace("\\.","")+"]",hh=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",lh)+/(WCOD+)?/.source.replace("WCOD",ch)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",lh)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",lh)+"$"),uh=["material","materials","bones","map"];class dh{constructor(t,e,i){this.path=e,this.parsedPath=i||dh.parseTrackName(e),this.node=dh.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,i){return t&&t.isAnimationObjectGroup?new dh.Composite(t,e,i):new dh(t,e,i)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(oh,"")}static parseTrackName(t){const e=hh.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const i={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},n=i.nodeName&&i.nodeName.lastIndexOf(".");if(void 0!==n&&-1!==n){const t=i.nodeName.substring(n+1);-1!==uh.indexOf(t)&&(i.nodeName=i.nodeName.substring(0,n),i.objectName=t)}if(null===i.propertyName||0===i.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return i}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const i=t.skeleton.getBoneByName(e);if(void 0!==i)return i}if(t.children){const i=function(t){for(let n=0;n0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===lt)for(let i=0,n=t.length;i!==n;++i)t[i].evaluate(s),e[i].accumulateAdditive(a);else for(let i=0,r=t.length;i!==r;++i)t[i].evaluate(s),e[i].accumulate(n,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const i=this._weightInterpolant;if(null!==i){const n=i.evaluate(t)[0];e*=n,t>i.parameterPositions[1]&&(this.stopFading(),0===n&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const i=this._timeScaleInterpolant;if(null!==i){e*=i.evaluate(t)[0],t>i.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,i=this.loop;let n=this.time+t,r=this._loopCount;const s=2202===i;if(0===t)return-1===r?n:s&&1==(1&r)?e-n:n;if(2200===i){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(n>=e)n=e;else{if(!(n<0)){this.time=n;break t}n=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),n>=e||n<0){const i=Math.floor(n/e);n-=e*i,r+=Math.abs(i);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,n=t>0?e:0,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=n,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:i})}}else this.time=n;if(s&&1==(1&r))return e-n}return n}_setEndings(t,e,i){const n=this._interpolantSettings;i?(n.endingStart=st,n.endingEnd=st):(n.endingStart=t?this.zeroSlopeAtStart?st:rt:at,n.endingEnd=e?this.zeroSlopeAtEnd?st:rt:at)}_scheduleFading(t,e,i){const n=this._mixer,r=n.time;let s=this._weightInterpolant;null===s&&(s=n._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=i,this}}const mh=new Float32Array(1);class fh{constructor(t){this.value=t}clone(){return new fh(void 0===this.value.clone?this.value:this.value.clone())}}let gh=0;function vh(t,e){return t.distance-e.distance}function xh(t,e,i,n){if(t.layers.test(e.layers)&&t.raycast(e,i),!0===n){const n=t.children;for(let t=0,r=n.length;t>-e-14,n[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(n[t]=e+15<<10,n[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(n[t]=31744,n[256|t]=64512,r[t]=24,r[256|t]=24):(n[t]=31744,n[256|t]=64512,r[t]=13,r[256|t]=13)}const s=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,i=0;for(;0==(8388608&e);)e<<=1,i-=8388608;e&=-8388609,i+=947912704,s[t]=e|i}for(let t=1024;t<2048;++t)s[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)a[t]=t<<23;a[31]=1199570944,a[32]=2147483648;for(let t=33;t<63;++t)a[t]=2147483648+(t-32<<23);a[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(o[t]=1024);return{floatView:e,uint32View:i,baseTable:n,shiftTable:r,mantissaTable:s,exponentTable:a,offsetTable:o}}var Vh=Object.freeze({__proto__:null,toHalfFloat:function(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=wt(t,-65504,65504),kh.floatView[0]=t;const e=kh.uint32View[0],i=e>>23&511;return kh.baseTable[i]+((8388607&e)>>kh.shiftTable[i])},fromHalfFloat:function(t){const e=t>>10;return kh.uint32View[0]=kh.mantissaTable[kh.offsetTable[e]+(1023&t)]+kh.exponentTable[e],kh.floatView[0]}});"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:e}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=e),t.ACESFilmicToneMapping=4,t.AddEquation=i,t.AddOperation=2,t.AdditiveAnimationBlendMode=lt,t.AdditiveBlending=2,t.AlphaFormat=1021,t.AlwaysDepth=1,t.AlwaysStencilFunc=519,t.AmbientLight=Ic,t.AmbientLightProbe=class extends Oc{constructor(t,e=1){super(void 0,e),this.isAmbientLightProbe=!0;const i=(new Zt).set(t);this.sh.coefficients[0].set(i.r,i.g,i.b).multiplyScalar(2*Math.sqrt(Math.PI))}},t.AnimationClip=oc,t.AnimationLoader=class extends dc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new fc(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=[];for(let i=0;i=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,i=this._nActiveActions,n=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==i;++a){e[a]._update(n,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;t=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=n;t!==e;++t){const e=i[t],n=e[s],r=e[l];e[l]=n,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,i=this._bindings,n=i.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=n;t!==e;++t){const e=i[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const i=this._bindingsIndicesByPath;let n=i[t];const r=this._bindings;if(void 0!==n)return r[n];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);n=r.length,i[t]=n,s.push(t),a.push(e),r.push(h);for(let i=c,n=o.length;i!==n;++i){const n=o[i];h[i]=new dh(n,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,i=e[t];if(void 0!==i){const n=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=i,s[i]=o,s.pop(),r[i]=r[a],r.pop(),n[i]=n[a],n.pop()}}},t.AnimationUtils=Yl,t.ArcCurve=ho,t.ArrayCamera=Ws,t.ArrowHelper=class extends li{constructor(t=new oe(0,0,1),e=new oe(0,0,0),i=1,n=16776960,r=.2*i,s=.2*r){super(),this.type="ArrowHelper",void 0===Bh&&(Bh=new zi,Bh.setAttribute("position",new Ci([0,0,0,0,1,0],3)),Fh=new No(0,.5,1,5,1),Fh.translate(0,-.5,0)),this.position.copy(e),this.line=new Za(Bh,new Ha({color:n,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new Ji(Fh,new bi({color:n,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(t),this.setLength(i,r,s)}setDirection(t){if(t.y>.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{Uh.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(Uh,e)}}setLength(t,e=.2*t,i=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(i,e,i),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}},t.Audio=th,t.AudioAnalyser=class{constructor(t,e=2048){this.analyser=t.context.createAnalyser(),this.analyser.fftSize=e,this.data=new Uint8Array(this.analyser.frequencyBinCount),t.getOutput().connect(this.analyser)}getFrequencyData(){return this.analyser.getByteFrequencyData(this.data),this.data}getAverageFrequency(){let t=0;const e=this.getFrequencyData();for(let i=0;ithis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return _h.copy(t).clamp(this.min,this.max).sub(t).length()}intersect(t){return this.min.max(t.min),this.max.min(t.max),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}},t.Box3=he,t.Box3Helper=class extends $a{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new zi;n.setIndex(new Ti(i,1)),n.setAttribute("position",new Ci([1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1],3)),super(n,new Ha({color:e,toneMapped:!1})),this.box=t,this.type="Box3Helper",this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;e.isEmpty()||(e.getCenter(this.position),e.getSize(this.scale),this.scale.multiplyScalar(.5),super.updateMatrixWorld(t))}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BoxBufferGeometry=class extends $i{constructor(t,e,i,n,r,s){console.warn("THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry."),super(t,e,i,n,r,s)}},t.BoxGeometry=$i,t.BoxHelper=class extends $a{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new Float32Array(24),r=new zi;r.setIndex(new Ti(i,1)),r.setAttribute("position",new Ti(n,3)),super(r,new Ha({color:e,toneMapped:!1})),this.object=t,this.type="BoxHelper",this.matrixAutoUpdate=!1,this.update()}update(t){if(void 0!==t&&console.warn("THREE.BoxHelper: .update() has no longer arguments."),void 0!==this.object&&zh.setFromObject(this.object),zh.isEmpty())return;const e=zh.min,i=zh.max,n=this.geometry.attributes.position,r=n.array;r[0]=i.x,r[1]=i.y,r[2]=i.z,r[3]=e.x,r[4]=i.y,r[5]=i.z,r[6]=e.x,r[7]=e.y,r[8]=i.z,r[9]=i.x,r[10]=e.y,r[11]=i.z,r[12]=i.x,r[13]=i.y,r[14]=e.z,r[15]=e.x,r[16]=i.y,r[17]=e.z,r[18]=e.x,r[19]=e.y,r[20]=e.z,r[21]=i.x,r[22]=e.y,r[23]=e.z,n.needsUpdate=!0,this.geometry.computeBoundingSphere()}setFromObject(t){return this.object=t,this.update(),this}copy(t,e){return super.copy(t,e),this.object=t.object,this}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BufferAttribute=Ti,t.BufferGeometry=zi,t.BufferGeometryLoader=Fc,t.ByteType=1010,t.Cache=cc,t.Camera=sn,t.CameraHelper=class extends $a{constructor(t){const e=new zi,i=new Ha({color:16777215,vertexColors:!0,toneMapped:!1}),n=[],r=[],s={};function a(t,e){o(t),o(e)}function o(t){n.push(0,0,0),r.push(0,0,0),void 0===s[t]&&(s[t]=[]),s[t].push(n.length/3-1)}a("n1","n2"),a("n2","n4"),a("n4","n3"),a("n3","n1"),a("f1","f2"),a("f2","f4"),a("f4","f3"),a("f3","f1"),a("n1","f1"),a("n2","f2"),a("n3","f3"),a("n4","f4"),a("p","n1"),a("p","n2"),a("p","n3"),a("p","n4"),a("u1","u2"),a("u2","u3"),a("u3","u1"),a("c","t"),a("p","c"),a("cn1","cn2"),a("cn3","cn4"),a("cf1","cf2"),a("cf3","cf4"),e.setAttribute("position",new Ci(n,3)),e.setAttribute("color",new Ci(r,3)),super(e,i),this.type="CameraHelper",this.camera=t,this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.pointMap=s,this.update();const l=new Zt(16755200),c=new Zt(16711680),h=new Zt(43775),u=new Zt(16777215),d=new Zt(3355443);this.setColors(l,c,h,u,d)}setColors(t,e,i,n,r){const s=this.geometry.getAttribute("color");s.setXYZ(0,t.r,t.g,t.b),s.setXYZ(1,t.r,t.g,t.b),s.setXYZ(2,t.r,t.g,t.b),s.setXYZ(3,t.r,t.g,t.b),s.setXYZ(4,t.r,t.g,t.b),s.setXYZ(5,t.r,t.g,t.b),s.setXYZ(6,t.r,t.g,t.b),s.setXYZ(7,t.r,t.g,t.b),s.setXYZ(8,t.r,t.g,t.b),s.setXYZ(9,t.r,t.g,t.b),s.setXYZ(10,t.r,t.g,t.b),s.setXYZ(11,t.r,t.g,t.b),s.setXYZ(12,t.r,t.g,t.b),s.setXYZ(13,t.r,t.g,t.b),s.setXYZ(14,t.r,t.g,t.b),s.setXYZ(15,t.r,t.g,t.b),s.setXYZ(16,t.r,t.g,t.b),s.setXYZ(17,t.r,t.g,t.b),s.setXYZ(18,t.r,t.g,t.b),s.setXYZ(19,t.r,t.g,t.b),s.setXYZ(20,t.r,t.g,t.b),s.setXYZ(21,t.r,t.g,t.b),s.setXYZ(22,t.r,t.g,t.b),s.setXYZ(23,t.r,t.g,t.b),s.setXYZ(24,e.r,e.g,e.b),s.setXYZ(25,e.r,e.g,e.b),s.setXYZ(26,e.r,e.g,e.b),s.setXYZ(27,e.r,e.g,e.b),s.setXYZ(28,e.r,e.g,e.b),s.setXYZ(29,e.r,e.g,e.b),s.setXYZ(30,e.r,e.g,e.b),s.setXYZ(31,e.r,e.g,e.b),s.setXYZ(32,i.r,i.g,i.b),s.setXYZ(33,i.r,i.g,i.b),s.setXYZ(34,i.r,i.g,i.b),s.setXYZ(35,i.r,i.g,i.b),s.setXYZ(36,i.r,i.g,i.b),s.setXYZ(37,i.r,i.g,i.b),s.setXYZ(38,n.r,n.g,n.b),s.setXYZ(39,n.r,n.g,n.b),s.setXYZ(40,r.r,r.g,r.b),s.setXYZ(41,r.r,r.g,r.b),s.setXYZ(42,r.r,r.g,r.b),s.setXYZ(43,r.r,r.g,r.b),s.setXYZ(44,r.r,r.g,r.b),s.setXYZ(45,r.r,r.g,r.b),s.setXYZ(46,r.r,r.g,r.b),s.setXYZ(47,r.r,r.g,r.b),s.setXYZ(48,r.r,r.g,r.b),s.setXYZ(49,r.r,r.g,r.b),s.needsUpdate=!0}update(){const t=this.geometry,e=this.pointMap;Nh.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse),Oh("c",e,t,Nh,0,0,-1),Oh("t",e,t,Nh,0,0,1),Oh("n1",e,t,Nh,-1,-1,-1),Oh("n2",e,t,Nh,1,-1,-1),Oh("n3",e,t,Nh,-1,1,-1),Oh("n4",e,t,Nh,1,1,-1),Oh("f1",e,t,Nh,-1,-1,1),Oh("f2",e,t,Nh,1,-1,1),Oh("f3",e,t,Nh,-1,1,1),Oh("f4",e,t,Nh,1,1,1),Oh("u1",e,t,Nh,.7,1.1,-1),Oh("u2",e,t,Nh,-.7,1.1,-1),Oh("u3",e,t,Nh,0,2,-1),Oh("cf1",e,t,Nh,-1,0,1),Oh("cf2",e,t,Nh,1,0,1),Oh("cf3",e,t,Nh,0,-1,1),Oh("cf4",e,t,Nh,0,1,1),Oh("cn1",e,t,Nh,-1,0,-1),Oh("cn2",e,t,Nh,1,0,-1),Oh("cn3",e,t,Nh,0,-1,-1),Oh("cn4",e,t,Nh,0,1,-1),t.getAttribute("position").needsUpdate=!0}dispose(){this.geometry.dispose(),this.material.dispose()}},t.CanvasTexture=class extends ee{constructor(t,e,i,n,r,s,a,o,l){super(t,e,i,n,r,s,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}},t.CapsuleBufferGeometry=class extends Io{constructor(t,e,i,n){console.warn("THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry."),super(t,e,i,n)}},t.CapsuleGeometry=Io,t.CatmullRomCurve3=vo,t.CineonToneMapping=3,t.CircleBufferGeometry=class extends Do{constructor(t,e,i,n){console.warn("THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry."),super(t,e,i,n)}},t.CircleGeometry=Do,t.ClampToEdgeWrapping=h,t.Clock=Yc,t.Color=Zt,t.ColorKeyframeTrack=ec,t.ColorManagement=Vt,t.CompressedArrayTexture=class extends oo{constructor(t,e,i,n,r,s){super(t,e,i,r,s),this.isCompressedArrayTexture=!0,this.image.depth=n,this.wrapR=h}},t.CompressedTexture=oo,t.CompressedTextureLoader=class extends dc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=[],a=new oo,o=new fc(this.manager);o.setPath(this.path),o.setResponseType("arraybuffer"),o.setRequestHeader(this.requestHeader),o.setWithCredentials(r.withCredentials);let l=0;function c(c){o.load(t[c],(function(t){const i=r.parse(t,!0);s[c]={width:i.width,height:i.height,format:i.format,mipmaps:i.mipmaps},l+=1,6===l&&(1===i.mipmapCount&&(a.minFilter=f),a.image=s,a.format=i.format,a.needsUpdate=!0,e&&e(a))}),i,n)}if(Array.isArray(t))for(let e=0,i=t.length;e0){const i=new hc(e);r=new gc(i),r.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e0){n=new gc(this.manager),n.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e1)for(let i=0;iNumber.EPSILON){if(l<0&&(i=e[s],o=-o,a=e[r],l=-l),t.ya.y)continue;if(t.y===i.y){if(t.x===i.x)return!0}else{const e=l*(t.x-i.x)-o*(t.y-i.y);if(0===e)return!0;if(e<0)continue;n=!n}}else{if(t.y!==i.y)continue;if(a.x<=t.x&&t.x<=i.x||i.x<=t.x&&t.x<=a.x)return!0}}return n}const i=fl.isClockWise,n=this.subPaths;if(0===n.length)return[];let r,s,a;const o=[];if(1===n.length)return s=n[0],a=new Ho,a.curves=s.curves,o.push(a),o;let l=!i(n[0].getPoints());l=t?!l:l;const c=[],h=[];let u,d,p=[],m=0;h[m]=void 0,p[m]=[];for(let e=0,a=n.length;e1){let t=!1,i=0;for(let t=0,e=h.length;t0&&!1===t&&(p=c)}for(let t=0,e=h.length;t=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}},t.WebGL1Renderer=Qs,t.WebGL3DRenderTarget=class extends ne{constructor(t=1,e=1,i=1){super(t,e),this.isWebGL3DRenderTarget=!0,this.depth=i,this.texture=new se(null,t,e,i),this.texture.isRenderTargetTexture=!0}},t.WebGLArrayRenderTarget=class extends ne{constructor(t=1,e=1,i=1){super(t,e),this.isWebGLArrayRenderTarget=!0,this.depth=i,this.texture=new re(null,t,e,i),this.texture.isRenderTargetTexture=!0}},t.WebGLCubeRenderTarget=hn,t.WebGLMultipleRenderTargets=class extends ne{constructor(t=1,e=1,i=1,n={}){super(t,e,n),this.isWebGLMultipleRenderTargets=!0;const r=this.texture;this.texture=[];for(let t=0;t 0 ) { -+ -+ prefixVertex = [ -+ '#extension GL_OVR_multiview : require', -+ 'layout(num_views = ' + numMultiviewViews + ') in;', -+ '#define VIEW_ID gl_ViewID_OVR' -+ ].join( '\n' ) + '\n' + prefixVertex; -+ -+ prefixVertex = prefixVertex.replace( -+ [ -+ 'uniform mat4 modelViewMatrix;', -+ 'uniform mat4 projectionMatrix;', -+ 'uniform mat4 viewMatrix;', -+ 'uniform mat3 normalMatrix;' -+ ].join( '\n' ), -+ [ -+ 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];', -+ 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];', -+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', -+ 'uniform mat3 normalMatrices[' + numMultiviewViews + '];', -+ -+ '#define modelViewMatrix modelViewMatrices[VIEW_ID]', -+ '#define projectionMatrix projectionMatrices[VIEW_ID]', -+ '#define viewMatrix viewMatrices[VIEW_ID]', -+ '#define normalMatrix normalMatrices[VIEW_ID]' -+ ].join( '\n' ) -+ ); -+ -+ prefixFragment = [ -+ '#extension GL_OVR_multiview : require', -+ '#define VIEW_ID gl_ViewID_OVR' -+ ].join( '\n' ) + '\n' + prefixFragment; -+ -+ prefixFragment = prefixFragment.replace( -+ 'uniform mat4 viewMatrix;', -+ [ -+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', -+ '#define viewMatrix viewMatrices[VIEW_ID]' -+ ].join( '\n' ) -+ ); -+ -+ } -+ - } - - const vertexGlsl = versionString + prefixVertex + vertexShader; -@@ -19110,6 +19192,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; -+ this.numMultiviewViews = numMultiviewViews; - - return this; - -@@ -19330,6 +19413,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities - - const currentRenderTarget = renderer.getRenderTarget(); - -+ const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0; -+ - const useAlphaTest = material.alphaTest > 0; - const useClearcoat = material.clearcoat > 0; - const useIridescence = material.iridescence > 0; -@@ -19357,6 +19442,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities - instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, - - supportsVertexTextures: vertexTextures, -+ numMultiviewViews: numMultiviewViews, -+ - outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ), - map: !! material.map, - matcap: !! material.matcap, -@@ -19673,6 +19760,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities - _programLayers.enable( 23 ); - if ( parameters.opaque ) - _programLayers.enable( 24 ); -+ if ( parameters.numMultiviewViews ) -+ _programLayers.enable( 25 ); - - array.push( _programLayers.mask ); - -@@ -20836,7 +20925,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) { - - _maxTextureSize = _capabilities.maxTextureSize; - -- const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; -+ const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide, [ TwoPassDoubleSide ]: DoubleSide }; - - const shadowMaterialVertical = new ShaderMaterial( { - defines: { -@@ -22477,12 +22566,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - const maxSamples = capabilities.maxSamples; - const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; - const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); -+ const multiviewExt = extensions.has( 'OCULUS_multiview' ) ? extensions.get( 'OCULUS_multiview' ) : null; - - const _videoTextures = new WeakMap(); - let _canvas; - - const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source - -+ let _deferredUploads = []; -+ - // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, - // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! - // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). -@@ -22919,8 +23011,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - } else { - -- uploadTexture( textureProperties, texture, slot ); -- return; -+ if ( this.uploadTexture( textureProperties, texture, slot ) ) { -+ -+ return; -+ -+ } - - } - -@@ -22936,7 +23031,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - -- uploadTexture( textureProperties, texture, slot ); -+ this.uploadTexture( textureProperties, texture, slot ); - return; - - } -@@ -22951,7 +23046,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - -- uploadTexture( textureProperties, texture, slot ); -+ this.uploadTexture( textureProperties, texture, slot ); - return; - - } -@@ -22998,7 +23093,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] ); - _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] ); - -- if ( textureType === 32879 || textureType === 35866 ) { -+ if ( ( textureType === 32879 || textureType === 35866 ) && texture.wrapR !== undefined ) { - - _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] ); - -@@ -23135,8 +23230,40 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - } - -+ function runDeferredUploads() { -+ -+ const previousDeferSetting = this.deferTextureUploads; -+ this.deferTextureUploads = false; -+ -+ for ( const upload of _deferredUploads ) { -+ -+ this.uploadTexture( upload.textureProperties, upload.texture, upload.slot ); -+ upload.texture.isPendingDeferredUpload = false; -+ -+ } -+ -+ _deferredUploads = []; -+ -+ this.deferTextureUploads = previousDeferSetting; -+ -+ } -+ - function uploadTexture( textureProperties, texture, slot ) { - -+ if ( this.deferTextureUploads ) { -+ -+ if ( ! texture.isPendingDeferredUpload ) { -+ -+ texture.isPendingDeferredUpload = true; -+ _deferredUploads.push( { textureProperties: textureProperties, texture: texture, slot: slot } ); -+ -+ } -+ -+ return false; -+ -+ } -+ -+ - let textureType = 3553; - - if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = 35866; -@@ -23549,6 +23676,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - } - - textureProperties.__version = texture.version; -+ return true; - - } - -@@ -23771,7 +23899,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - if ( ! renderTargetProperties.__hasExternalTextures ) { - -- if ( textureTarget === 32879 || textureTarget === 35866 ) { -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ state.texStorage3D( 35866, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.numViews ); -+ -+ } else if ( textureTarget === 32879 || textureTarget === 35866 ) { - - state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); - -@@ -23784,14 +23916,31 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - } - - state.bindFramebuffer( 36160, framebuffer ); -+ const multisampled = useMultisampledRTT( renderTarget ); -+ -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ if ( multisampled ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, 36064, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ), 0, renderTarget.numViews ); - -- if ( useMultisampledRTT( renderTarget ) ) { -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( 36160, 36064, properties.get( texture ).__webglTexture, 0, 0, renderTarget.numViews ); - -- multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); -+ } - - } else if ( textureTarget === 3553 || ( textureTarget >= 34069 && textureTarget <= 34074 ) ) { // see #24753 - -- _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); -+ if ( multisampled ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); -+ -+ } - - } - -@@ -23805,7 +23954,59 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - _gl.bindRenderbuffer( 36161, renderbuffer ); - -- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ const useMultisample = useMultisampledRTT( renderTarget ); -+ const numViews = renderTarget.numViews; -+ -+ const depthTexture = renderTarget.depthTexture; -+ let glInternalFormat = 33190; -+ let glDepthAttachment = 36096; -+ -+ if ( depthTexture && depthTexture.isDepthTexture ) { -+ -+ if ( depthTexture.type === FloatType ) { -+ -+ glInternalFormat = 36012; -+ -+ } else if ( depthTexture.type === UnsignedInt248Type ) { -+ -+ glInternalFormat = 35056; -+ glDepthAttachment = 33306; -+ -+ } -+ -+ // we're defaulting to 33190 so don't assign here -+ // or else DeepScan will complain -+ -+ // else if ( depthTexture.type === UnsignedIntType ) { -+ -+ // glInternalFormat = 33190; -+ -+ // } -+ -+ } -+ -+ let depthStencilTexture = properties.get( renderTarget.depthTexture ).__webglTexture; -+ if ( depthStencilTexture === undefined ) { -+ -+ depthStencilTexture = _gl.createTexture(); -+ _gl.bindTexture( 35866, depthStencilTexture ); -+ _gl.texStorage3D( 35866, 1, glInternalFormat, renderTarget.width, renderTarget.height, numViews ); -+ -+ } -+ -+ if ( useMultisample ) { -+ -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, glDepthAttachment, depthStencilTexture, 0, getRenderTargetSamples( renderTarget ), 0, numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( 36160, glDepthAttachment, depthStencilTexture, 0, 0, numViews ); -+ -+ } -+ -+ } else if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - - let glInternalFormat = 33189; - -@@ -23928,38 +24129,85 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - } - -- setTexture2D( renderTarget.depthTexture, 0 ); -+ if ( renderTarget.depthTexture.image.depth != 1 ) { -+ -+ this.setTexture2DArray( renderTarget.depthTexture, 0 ); -+ -+ } else { -+ -+ this.setTexture2D( renderTarget.depthTexture, 0 ); -+ -+ } - - const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; - const samples = getRenderTargetSamples( renderTarget ); - -- if ( renderTarget.depthTexture.format === DepthFormat ) { -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { - -- if ( useMultisampledRTT( renderTarget ) ) { -+ const useMultisample = useMultisampledRTT( renderTarget ); -+ const numViews = renderTarget.numViews; - -- multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples ); -+ if ( renderTarget.depthTexture.format === DepthFormat ) { - -- } else { -+ if ( useMultisample ) { - -- _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, 36096, webglDepthTexture, 0, samples, 0, numViews ); - -- } -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( 36160, 36096, webglDepthTexture, 0, 0, numViews ); -+ -+ } - -- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { -+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - -- if ( useMultisampledRTT( renderTarget ) ) { -+ if ( useMultisample ) { - -- multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples ); -+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, 33306, webglDepthTexture, 0, samples, 0, numViews ); -+ -+ } else { -+ -+ multiviewExt.framebufferTextureMultiviewOVR( 36160, 33306, webglDepthTexture, 0, 0, numViews ); -+ -+ } - - } else { - -- _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); -+ throw new Error( 'Unknown depthTexture format' ); - - } - - } else { - -- throw new Error( 'Unknown depthTexture format' ); -+ if ( renderTarget.depthTexture.format === DepthFormat ) { -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); -+ -+ } -+ -+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { -+ -+ if ( useMultisampledRTT( renderTarget ) ) { -+ -+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples ); -+ -+ } else { -+ -+ _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); -+ -+ } -+ -+ } else { -+ -+ throw new Error( 'Unknown depthTexture format' ); -+ -+ } - - } - -@@ -23975,7 +24223,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); - -- setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); -+ this.setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); - - } else { - -@@ -24012,13 +24260,13 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - if ( colorTexture !== undefined ) { - -- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 ); -+ this.setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 ); - - } - - if ( depthTexture !== undefined ) { - -- setupDepthRenderbuffer( renderTarget ); -+ this.setupDepthRenderbuffer( renderTarget ); - - } - -@@ -24198,6 +24446,12 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - } - -+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { -+ -+ glTextureType = 35866; -+ -+ } -+ - state.bindTexture( glTextureType, textureProperties.__webglTexture ); - setTextureParameters( glTextureType, texture, supportsMips ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType ); -@@ -24214,9 +24468,9 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - // Setup depth and stencil buffers - -- if ( renderTarget.depthBuffer ) { -+ if ( renderTarget.depthBuffer || renderTarget.isWebGLMultiviewRenderTarget === true ) { - -- setupDepthRenderbuffer( renderTarget ); -+ this.setupDepthRenderbuffer( renderTarget ); - - } - -@@ -24350,6 +24604,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - - state.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer ); - -+ - } - - } -@@ -24452,12 +24707,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, - this.setTexture3D = setTexture3D; - this.setTextureCube = setTextureCube; - this.rebindTextures = rebindTextures; -+ this.uploadTexture = uploadTexture; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; -+ this.setupDepthTexture = setupDepthTexture; - this.setupDepthRenderbuffer = setupDepthRenderbuffer; - this.setupFrameBufferTexture = setupFrameBufferTexture; - this.useMultisampledRTT = useMultisampledRTT; -+ this.runDeferredUploads = runDeferredUploads; - - } - -@@ -24693,6 +24951,27 @@ function WebGLUtils( gl, extensions, capabilities ) { - - } - -+ // RGTC -+ -+ if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { -+ -+ extension = extensions.get( 'EXT_texture_compression_rgtc' ); -+ -+ if ( extension !== null ) { -+ -+ if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; -+ if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; -+ if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; -+ if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; -+ -+ } else { -+ -+ return null; -+ -+ } -+ -+ } -+ - // - - if ( p === UnsignedInt248Type ) { -@@ -24723,6 +25002,104 @@ function WebGLUtils( gl, extensions, capabilities ) { - - } - -+/** -+ * @author fernandojsg / http://fernandojsg.com -+ * @author Takahiro https://github.com/takahirox -+ */ -+ -+ -+class WebGLMultiview { -+ -+ constructor( renderer, extensions, gl ) { -+ -+ this.renderer = renderer; -+ -+ this.DEFAULT_NUMVIEWS = 2; -+ this.maxNumViews = 0; -+ this.gl = gl; -+ -+ this.extensions = extensions; -+ -+ this.available = this.extensions.has( 'OCULUS_multiview' ); -+ -+ if ( this.available ) { -+ -+ const extension = this.extensions.get( 'OCULUS_multiview' ); -+ -+ this.maxNumViews = this.gl.getParameter( extension.MAX_VIEWS_OVR ); -+ -+ this.mat4 = []; -+ this.mat3 = []; -+ this.cameraArray = []; -+ -+ for ( var i = 0; i < this.maxNumViews; i ++ ) { -+ -+ this.mat4[ i ] = new Matrix4(); -+ this.mat3[ i ] = new Matrix3(); -+ -+ } -+ -+ } -+ -+ } -+ -+ // -+ getCameraArray( camera ) { -+ -+ if ( camera.isArrayCamera ) return camera.cameras; -+ -+ this.cameraArray[ 0 ] = camera; -+ -+ return this.cameraArray; -+ -+ } -+ -+ updateCameraProjectionMatricesUniform( camera, uniforms ) { -+ -+ var cameras = this.getCameraArray( camera ); -+ -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].copy( cameras[ i ].projectionMatrix ); -+ -+ } -+ -+ uniforms.setValue( this.gl, 'projectionMatrices', this.mat4 ); -+ -+ } -+ -+ updateCameraViewMatricesUniform( camera, uniforms ) { -+ -+ var cameras = this.getCameraArray( camera ); -+ -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].copy( cameras[ i ].matrixWorldInverse ); -+ -+ } -+ -+ uniforms.setValue( this.gl, 'viewMatrices', this.mat4 ); -+ -+ } -+ -+ updateObjectMatricesUniforms( object, camera, uniforms ) { -+ -+ var cameras = this.getCameraArray( camera ); -+ -+ for ( var i = 0; i < cameras.length; i ++ ) { -+ -+ this.mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld ); -+ this.mat3[ i ].getNormalMatrix( this.mat4[ i ] ); -+ -+ } -+ -+ uniforms.setValue( this.gl, 'modelViewMatrices', this.mat4 ); -+ uniforms.setValue( this.gl, 'normalMatrices', this.mat3 ); -+ -+ } -+ -+} -+ - class ArrayCamera extends PerspectiveCamera { - - constructor( array = [] ) { -@@ -25120,7 +25497,7 @@ class DepthTexture extends Texture { - - class WebXRManager extends EventDispatcher { - -- constructor( renderer, gl ) { -+ constructor( renderer, gl, extensions, useMultiview ) { - - super(); - -@@ -25173,6 +25550,7 @@ class WebXRManager extends EventDispatcher { - this.enabled = false; - - this.isPresenting = false; -+ this.isMultiview = false; - - this.getController = function ( index ) { - -@@ -25409,29 +25787,51 @@ class WebXRManager extends EventDispatcher { - - } - -+ scope.isMultiview = useMultiview && extensions.has( 'OCULUS_multiview' ); -+ - const projectionlayerInit = { - colorFormat: 32856, - depthFormat: glDepthFormat, - scaleFactor: framebufferScaleFactor - }; - -+ if ( scope.isMultiview ) { -+ -+ projectionlayerInit.textureType = 'texture-array'; -+ -+ } -+ - glBinding = new XRWebGLBinding( session, gl ); - - glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); - - session.updateRenderState( { layers: [ glProjLayer ] } ); - -- newRenderTarget = new WebGLRenderTarget( -- glProjLayer.textureWidth, -- glProjLayer.textureHeight, -- { -- format: RGBAFormat, -- type: UnsignedByteType, -- depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), -- stencilBuffer: attributes.stencil, -- encoding: renderer.outputEncoding, -- samples: attributes.antialias ? 4 : 0 -- } ); -+ const rtOptions = { -+ format: RGBAFormat, -+ type: UnsignedByteType, -+ depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), -+ stencilBuffer: attributes.stencil, -+ encoding: renderer.outputEncoding, -+ samples: attributes.antialias ? 4 : 0 -+ }; -+ -+ if ( scope.isMultiview ) { -+ -+ const extension = extensions.get( 'OCULUS_multiview' ); -+ -+ this.maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR ); -+ -+ newRenderTarget = new WebGLMultiviewRenderTarget( glProjLayer.textureWidth, glProjLayer.textureHeight, 2, rtOptions ); -+ -+ } else { -+ -+ newRenderTarget = new WebGLRenderTarget( -+ glProjLayer.textureWidth, -+ glProjLayer.textureHeight, -+ rtOptions ); -+ -+ } - - const renderTargetProperties = renderer.properties.get( newRenderTarget ); - renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; -@@ -25756,7 +26156,6 @@ class WebXRManager extends EventDispatcher { - - const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); - viewport = glSubImage.viewport; -- - // For side-by-side projection, we only produce a single texture for both eyes. - if ( i === 0 ) { - -@@ -27004,7 +27403,8 @@ function WebGLRenderer( parameters = {} ) { - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, - _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', -- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; -+ _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false, -+ _multiviewStereo = parameters.multiviewStereo !== undefined ? parameters.multiviewStereo : false; - - let _alpha; - -@@ -27219,6 +27619,7 @@ function WebGLRenderer( parameters = {} ) { - let extensions, capabilities, state, info; - let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; - let programCache, materials, renderLists, renderStates, clipping, shadowMap; -+ let multiview; - - let background, morphtargets, bufferRenderer, indexedBufferRenderer; - -@@ -27252,6 +27653,7 @@ function WebGLRenderer( parameters = {} ) { - renderLists = new WebGLRenderLists(); - renderStates = new WebGLRenderStates( extensions, capabilities ); - background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha ); -+ multiview = new WebGLMultiview( _this, extensions, _gl ); - shadowMap = new WebGLShadowMap( _this, objects, capabilities ); - uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); - -@@ -27274,9 +27676,7 @@ function WebGLRenderer( parameters = {} ) { - - // xr - -- const xr = new WebXRManager( _this, _gl ); -- -- this.xr = xr; -+ this.xr = new WebXRManager( _this, _gl, extensions, _multiviewStereo ); - - // API - -@@ -27330,7 +27730,7 @@ function WebGLRenderer( parameters = {} ) { - - this.setSize = function ( width, height, updateStyle ) { - -- if ( xr.isPresenting ) { -+ if ( this.xr.isPresenting ) { - - console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; -@@ -27522,10 +27922,10 @@ function WebGLRenderer( parameters = {} ) { - uniformsGroups.dispose(); - programCache.dispose(); - -- xr.dispose(); -+ this.xr.dispose(); - -- xr.removeEventListener( 'sessionstart', onXRSessionStart ); -- xr.removeEventListener( 'sessionend', onXRSessionEnd ); -+ this.xr.removeEventListener( 'sessionstart', onXRSessionStart ); -+ this.xr.removeEventListener( 'sessionend', onXRSessionEnd ); - - if ( _transmissionRenderTarget ) { - -@@ -27868,14 +28268,16 @@ function WebGLRenderer( parameters = {} ) { - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; -- xr.setAnimationLoop( callback ); -+ this.xr.setAnimationLoop( callback ); - - ( callback === null ) ? animation.stop() : animation.start(); - - }; - -- xr.addEventListener( 'sessionstart', onXRSessionStart ); -- xr.addEventListener( 'sessionend', onXRSessionEnd ); -+ this.animation = animation; -+ -+ this.xr.addEventListener( 'sessionstart', onXRSessionStart ); -+ this.xr.addEventListener( 'sessionend', onXRSessionEnd ); - - // Rendering - -@@ -27898,11 +28300,11 @@ function WebGLRenderer( parameters = {} ) { - - if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); - -- if ( xr.enabled === true && xr.isPresenting === true ) { -+ if ( this.xr.enabled === true && this.xr.isPresenting === true ) { - -- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); -+ if ( this.xr.cameraAutoUpdate === true ) this.xr.updateCamera( camera ); - -- camera = xr.getCamera(); // use XR camera for rendering -+ camera = this.xr.getCamera(); // use XR camera for rendering - - } - -@@ -27959,13 +28361,24 @@ function WebGLRenderer( parameters = {} ) { - - if ( camera.isArrayCamera ) { - -- const cameras = camera.cameras; - -- for ( let i = 0, l = cameras.length; i < l; i ++ ) { -+ if ( this.xr.enabled && this.xr.isMultiview ) { - -- const camera2 = cameras[ i ]; -+ textures.deferTextureUploads = true; - -- renderScene( currentRenderList, scene, camera2, camera2.viewport ); -+ renderScene( currentRenderList, scene, camera, camera.cameras[ 0 ].viewport ); -+ -+ } else { -+ -+ const cameras = camera.cameras; -+ -+ for ( let i = 0, l = cameras.length; i < l; i ++ ) { -+ -+ const camera2 = cameras[ i ]; -+ -+ renderScene( currentRenderList, scene, camera2, camera2.viewport ); -+ -+ } - - } - -@@ -27993,6 +28406,7 @@ function WebGLRenderer( parameters = {} ) { - - if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); - -+ textures.runDeferredUploads(); - // _gl.finish(); - - bindingStates.resetDefaultState(); -@@ -28399,6 +28813,7 @@ function WebGLRenderer( parameters = {} ) { - materialProperties.vertexAlphas = parameters.vertexAlphas; - materialProperties.vertexTangents = parameters.vertexTangents; - materialProperties.toneMapping = parameters.toneMapping; -+ materialProperties.numMultiviewViews = parameters.numMultiviewViews; - - } - -@@ -28419,6 +28834,8 @@ function WebGLRenderer( parameters = {} ) { - const morphColors = !! geometry.morphAttributes.color; - const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; - -+ const numMultiviewViews = _currentRenderTarget && _currentRenderTarget.isWebGLMultiviewRenderTarget ? _currentRenderTarget.numViews : 0; -+ - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; - const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; - -@@ -28514,6 +28931,10 @@ function WebGLRenderer( parameters = {} ) { - - needsProgramChange = true; - -+ } else if ( materialProperties.numMultiviewViews !== numMultiviewViews ) { -+ -+ needsProgramChange = true; -+ - } - - } else { -@@ -28558,7 +28979,15 @@ function WebGLRenderer( parameters = {} ) { - - if ( refreshProgram || _currentCamera !== camera ) { - -- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); -+ -+ } - - if ( capabilities.logarithmicDepthBuffer ) { - -@@ -28620,7 +29049,15 @@ function WebGLRenderer( parameters = {} ) { - material.isShadowMaterial || - object.isSkinnedMesh ) { - -- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateCameraViewMatricesUniform( camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); -+ -+ } - - } - -@@ -28729,8 +29166,17 @@ function WebGLRenderer( parameters = {} ) { - - // common matrices - -- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); -- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); -+ if ( program.numMultiviewViews > 0 ) { -+ -+ multiview.updateObjectMatricesUniforms( object, camera, p_uniforms ); -+ -+ } else { -+ -+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); -+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); -+ -+ } -+ - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - // UBOs -@@ -28814,20 +29260,16 @@ function WebGLRenderer( parameters = {} ) { - const renderTargetProperties = properties.get( renderTarget ); - renderTargetProperties.__hasExternalTextures = true; - -- if ( renderTargetProperties.__hasExternalTextures ) { -- -- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; -+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; - -- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) { -+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer && ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) { - -- // The multisample_render_to_texture extension doesn't work properly if there -- // are midframe flushes and an external depth buffer. Disable use of the extension. -- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { -+ // The multisample_render_to_texture extension doesn't work properly if there -+ // are midframe flushes and an external depth buffer. Disable use of the extension. -+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { - -- console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); -- renderTargetProperties.__useRenderToTexture = false; -- -- } -+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); -+ renderTargetProperties.__useRenderToTexture = false; - - } - -@@ -29307,8 +29749,8 @@ class Scene extends Object3D { - const data = super.toJSON( meta ); - - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); -- if ( this.backgroundBlurriness > 0 ) data.backgroundBlurriness = this.backgroundBlurriness; -- if ( this.backgroundIntensity !== 1 ) data.backgroundIntensity = this.backgroundIntensity; -+ if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; -+ if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; - - return data; - -@@ -41035,7 +41477,7 @@ class HemisphereLight extends Light { - - this.type = 'HemisphereLight'; - -- this.position.copy( Object3D.DefaultUp ); -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - this.groundColor = new Color( groundColor ); -@@ -41249,7 +41691,7 @@ class SpotLight extends Light { - - this.type = 'SpotLight'; - -- this.position.copy( Object3D.DefaultUp ); -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - this.target = new Object3D(); -@@ -41468,7 +41910,7 @@ class DirectionalLight extends Light { - - this.type = 'DirectionalLight'; - -- this.position.copy( Object3D.DefaultUp ); -+ this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - this.target = new Object3D(); -@@ -43217,6 +43659,7 @@ class ObjectLoader extends Loader { - } - - if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; -+ if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; - - break; - -@@ -47613,6 +48056,8 @@ class GLBufferAttribute { - - this.isGLBufferAttribute = true; - -+ this.name = ''; -+ - this.buffer = buffer; - this.type = type; - this.itemSize = itemSize; -@@ -50214,4 +50659,4 @@ if ( typeof window !== 'undefined' ) { - - } - --export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleBufferGeometry, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Float64BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGBColorSpace, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, TwoPassDoubleSide, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL1Renderer, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, _SRGBAFormat, sRGBEncoding }; -+export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleBufferGeometry, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Float64BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, TwoPassDoubleSide, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL1Renderer, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLMultisampleRenderTarget, WebGLMultiviewRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, _SRGBAFormat, sRGBEncoding }; diff --git a/patches/three+0.150.1+oculus-multiview.patch.patch b/patches/three+0.150.1+oculus-multiview.patch.patch new file mode 100644 index 0000000000..89a58ce4b9 --- /dev/null +++ b/patches/three+0.150.1+oculus-multiview.patch.patch @@ -0,0 +1,2945 @@ +diff --git a/node_modules/three/.DS_Store b/node_modules/three/.DS_Store +new file mode 100644 +index 0000000..e69de29 +diff --git a/node_modules/three/build/three.cjs b/node_modules/three/build/three.cjs +index 44253ab..27d574b 100644 +--- a/node_modules/three/build/three.cjs ++++ b/node_modules/three/build/three.cjs +@@ -12294,6 +12294,38 @@ class WebGLCubeRenderTarget extends WebGLRenderTarget { + + } + ++/** ++ * @author fernandojsg / http://fernandojsg.com ++ * @author Takahiro https://github.com/takahirox ++ */ ++ ++class WebGLMultiviewRenderTarget extends WebGLRenderTarget { ++ ++ constructor( width, height, numViews, options = {} ) { ++ ++ super( width, height, options ); ++ ++ this.depthBuffer = false; ++ this.stencilBuffer = false; ++ ++ this.numViews = numViews; ++ ++ } ++ ++ copy( source ) { ++ ++ super.copy( source ); ++ ++ this.numViews = source.numViews; ++ ++ return this; ++ ++ } ++ ++} ++ ++WebGLMultiviewRenderTarget.prototype.isWebGLMultiviewRenderTarget = true; ++ + const _vector1 = /*@__PURE__*/ new Vector3(); + const _vector2 = /*@__PURE__*/ new Vector3(); + const _normalMatrix = /*@__PURE__*/ new Matrix3(); +@@ -14022,7 +14054,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( +- new BoxGeometry( 1, 1, 1 ), ++ new BoxGeometry( 10000, 10000, 10000 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), +@@ -18729,6 +18761,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + ++ var numMultiviewViews = parameters.numMultiviewViews; ++ + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ +@@ -19055,6 +19089,51 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + ++ // Multiview ++ ++ if ( numMultiviewViews > 0 ) { ++ ++ prefixVertex = [ ++ '#extension GL_OVR_multiview : require', ++ 'layout(num_views = ' + numMultiviewViews + ') in;', ++ '#define VIEW_ID gl_ViewID_OVR' ++ ].join( '\n' ) + '\n' + prefixVertex; ++ ++ prefixVertex = prefixVertex.replace( ++ [ ++ 'uniform mat4 modelViewMatrix;', ++ 'uniform mat4 projectionMatrix;', ++ 'uniform mat4 viewMatrix;', ++ 'uniform mat3 normalMatrix;' ++ ].join( '\n' ), ++ [ ++ 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];', ++ 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];', ++ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', ++ 'uniform mat3 normalMatrices[' + numMultiviewViews + '];', ++ ++ '#define modelViewMatrix modelViewMatrices[VIEW_ID]', ++ '#define projectionMatrix projectionMatrices[VIEW_ID]', ++ '#define viewMatrix viewMatrices[VIEW_ID]', ++ '#define normalMatrix normalMatrices[VIEW_ID]' ++ ].join( '\n' ) ++ ); ++ ++ prefixFragment = [ ++ '#extension GL_OVR_multiview : require', ++ '#define VIEW_ID gl_ViewID_OVR' ++ ].join( '\n' ) + '\n' + prefixFragment; ++ ++ prefixFragment = prefixFragment.replace( ++ 'uniform mat4 viewMatrix;', ++ [ ++ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', ++ '#define viewMatrix viewMatrices[VIEW_ID]' ++ ].join( '\n' ) ++ ); ++ ++ } ++ + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; +@@ -19208,6 +19287,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; ++ this.numMultiviewViews = numMultiviewViews; + + return this; + +@@ -19428,6 +19508,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities + + const currentRenderTarget = renderer.getRenderTarget(); + ++ const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0; ++ + const useAlphaTest = material.alphaTest > 0; + const useClearcoat = material.clearcoat > 0; + const useIridescence = material.iridescence > 0; +@@ -19455,6 +19537,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities + instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, + + supportsVertexTextures: vertexTextures, ++ numMultiviewViews: numMultiviewViews, ++ + outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ), + map: !! material.map, + matcap: !! material.matcap, +@@ -19771,6 +19855,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities + _programLayers.enable( 23 ); + if ( parameters.opaque ) + _programLayers.enable( 24 ); ++ if ( parameters.numMultiviewViews ) ++ _programLayers.enable( 25 ); + + array.push( _programLayers.mask ); + +@@ -22575,12 +22661,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + const maxSamples = capabilities.maxSamples; + const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); ++ const multiviewExt = extensions.has( 'OCULUS_multiview' ) ? extensions.get( 'OCULUS_multiview' ) : null; + + const _videoTextures = new WeakMap(); + let _canvas; + + const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source + ++ let _deferredUploads = []; ++ + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). +@@ -23017,8 +23106,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } else { + +- uploadTexture( textureProperties, texture, slot ); +- return; ++ if ( this.uploadTexture( textureProperties, texture, slot ) ) { ++ ++ return; ++ ++ } + + } + +@@ -23034,7 +23126,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + +- uploadTexture( textureProperties, texture, slot ); ++ this.uploadTexture( textureProperties, texture, slot ); + return; + + } +@@ -23049,7 +23141,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + +- uploadTexture( textureProperties, texture, slot ); ++ this.uploadTexture( textureProperties, texture, slot ); + return; + + } +@@ -23096,7 +23188,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); + +- if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { ++ if ( ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) && texture.wrapR !== undefined ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); + +@@ -23233,8 +23325,40 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } + ++ function runDeferredUploads() { ++ ++ const previousDeferSetting = this.deferTextureUploads; ++ this.deferTextureUploads = false; ++ ++ for ( const upload of _deferredUploads ) { ++ ++ this.uploadTexture( upload.textureProperties, upload.texture, upload.slot ); ++ upload.texture.isPendingDeferredUpload = false; ++ ++ } ++ ++ _deferredUploads = []; ++ ++ this.deferTextureUploads = previousDeferSetting; ++ ++ } ++ + function uploadTexture( textureProperties, texture, slot ) { + ++ if ( this.deferTextureUploads ) { ++ ++ if ( ! texture.isPendingDeferredUpload ) { ++ ++ texture.isPendingDeferredUpload = true; ++ _deferredUploads.push( { textureProperties: textureProperties, texture: texture, slot: slot } ); ++ ++ } ++ ++ return false; ++ ++ } ++ ++ + let textureType = _gl.TEXTURE_2D; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; +@@ -23647,6 +23771,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + } + + textureProperties.__version = texture.version; ++ return true; + + } + +@@ -23869,7 +23994,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( ! renderTargetProperties.__hasExternalTextures ) { + +- if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.numViews ); ++ ++ } else if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { + + state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); + +@@ -23882,14 +24011,31 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); ++ const multisampled = useMultisampledRTT( renderTarget ); ++ ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ if ( multisampled ) { + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ), 0, renderTarget.numViews ); ++ ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, 0, renderTarget.numViews ); ++ ++ } + + } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 + +- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); ++ if ( multisampled ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); ++ ++ } + + } + +@@ -23903,7 +24049,59 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + +- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ const useMultisample = useMultisampledRTT( renderTarget ); ++ const numViews = renderTarget.numViews; ++ ++ const depthTexture = renderTarget.depthTexture; ++ let glInternalFormat = _gl.DEPTH_COMPONENT24; ++ let glDepthAttachment = _gl.DEPTH_ATTACHMENT; ++ ++ if ( depthTexture && depthTexture.isDepthTexture ) { ++ ++ if ( depthTexture.type === FloatType ) { ++ ++ glInternalFormat = _gl.DEPTH_COMPONENT32F; ++ ++ } else if ( depthTexture.type === UnsignedInt248Type ) { ++ ++ glInternalFormat = _gl.DEPTH24_STENCIL8; ++ glDepthAttachment = _gl.DEPTH_STENCIL_ATTACHMENT; ++ ++ } ++ ++ // we're defaulting to _gl.DEPTH_COMPONENT24 so don't assign here ++ // or else DeepScan will complain ++ ++ // else if ( depthTexture.type === UnsignedIntType ) { ++ ++ // glInternalFormat = _gl.DEPTH_COMPONENT24; ++ ++ // } ++ ++ } ++ ++ let depthStencilTexture = properties.get( renderTarget.depthTexture ).__webglTexture; ++ if ( depthStencilTexture === undefined ) { ++ ++ depthStencilTexture = _gl.createTexture(); ++ _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture ); ++ _gl.texStorage3D( _gl.TEXTURE_2D_ARRAY, 1, glInternalFormat, renderTarget.width, renderTarget.height, numViews ); ++ ++ } ++ ++ if ( useMultisample ) { ++ ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, getRenderTargetSamples( renderTarget ), 0, numViews ); ++ ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, 0, numViews ); ++ ++ } ++ ++ } else if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + let glInternalFormat = _gl.DEPTH_COMPONENT16; + +@@ -24026,38 +24224,85 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } + +- setTexture2D( renderTarget.depthTexture, 0 ); ++ if ( renderTarget.depthTexture.image.depth != 1 ) { ++ ++ this.setTexture2DArray( renderTarget.depthTexture, 0 ); ++ ++ } else { ++ ++ this.setTexture2D( renderTarget.depthTexture, 0 ); ++ ++ } + + const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + +- if ( renderTarget.depthTexture.format === DepthFormat ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ const useMultisample = useMultisampledRTT( renderTarget ); ++ const numViews = renderTarget.numViews; + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ if ( renderTarget.depthTexture.format === DepthFormat ) { + +- } else { ++ if ( useMultisample ) { + +- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); + +- } ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); ++ ++ } ++ ++ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + +- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { ++ if ( useMultisample ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); ++ ++ } + + } else { + +- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ throw new Error( 'Unknown depthTexture format' ); + + } + + } else { + +- throw new Error( 'Unknown depthTexture format' ); ++ if ( renderTarget.depthTexture.format === DepthFormat ) { ++ ++ if ( useMultisampledRTT( renderTarget ) ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ ++ } ++ ++ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { ++ ++ if ( useMultisampledRTT( renderTarget ) ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ ++ } ++ ++ } else { ++ ++ throw new Error( 'Unknown depthTexture format' ); ++ ++ } + + } + +@@ -24073,7 +24318,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + +- setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); ++ this.setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + +@@ -24110,13 +24355,13 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( colorTexture !== undefined ) { + +- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); ++ this.setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + } + + if ( depthTexture !== undefined ) { + +- setupDepthRenderbuffer( renderTarget ); ++ this.setupDepthRenderbuffer( renderTarget ); + + } + +@@ -24296,6 +24541,12 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } + ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ glTextureType = _gl.TEXTURE_2D_ARRAY; ++ ++ } ++ + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType ); +@@ -24312,9 +24563,9 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + // Setup depth and stencil buffers + +- if ( renderTarget.depthBuffer ) { ++ if ( renderTarget.depthBuffer || renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- setupDepthRenderbuffer( renderTarget ); ++ this.setupDepthRenderbuffer( renderTarget ); + + } + +@@ -24448,6 +24699,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + ++ + } + + } +@@ -24550,12 +24802,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.rebindTextures = rebindTextures; ++ this.uploadTexture = uploadTexture; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; ++ this.setupDepthTexture = setupDepthTexture; + this.setupDepthRenderbuffer = setupDepthRenderbuffer; + this.setupFrameBufferTexture = setupFrameBufferTexture; + this.useMultisampledRTT = useMultisampledRTT; ++ this.runDeferredUploads = runDeferredUploads; + + } + +@@ -24833,6 +25088,104 @@ function WebGLUtils( gl, extensions, capabilities ) { + + } + ++/** ++ * @author fernandojsg / http://fernandojsg.com ++ * @author Takahiro https://github.com/takahirox ++ */ ++ ++ ++class WebGLMultiview { ++ ++ constructor( renderer, extensions, gl ) { ++ ++ this.renderer = renderer; ++ ++ this.DEFAULT_NUMVIEWS = 2; ++ this.maxNumViews = 0; ++ this.gl = gl; ++ ++ this.extensions = extensions; ++ ++ this.available = this.extensions.has( 'OCULUS_multiview' ); ++ ++ if ( this.available ) { ++ ++ const extension = this.extensions.get( 'OCULUS_multiview' ); ++ ++ this.maxNumViews = this.gl.getParameter( extension.MAX_VIEWS_OVR ); ++ ++ this.mat4 = []; ++ this.mat3 = []; ++ this.cameraArray = []; ++ ++ for ( var i = 0; i < this.maxNumViews; i ++ ) { ++ ++ this.mat4[ i ] = new Matrix4(); ++ this.mat3[ i ] = new Matrix3(); ++ ++ } ++ ++ } ++ ++ } ++ ++ // ++ getCameraArray( camera ) { ++ ++ if ( camera.isArrayCamera ) return camera.cameras; ++ ++ this.cameraArray[ 0 ] = camera; ++ ++ return this.cameraArray; ++ ++ } ++ ++ updateCameraProjectionMatricesUniform( camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].copy( cameras[ i ].projectionMatrix ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'projectionMatrices', this.mat4 ); ++ ++ } ++ ++ updateCameraViewMatricesUniform( camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].copy( cameras[ i ].matrixWorldInverse ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'viewMatrices', this.mat4 ); ++ ++ } ++ ++ updateObjectMatricesUniforms( object, camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld ); ++ this.mat3[ i ].getNormalMatrix( this.mat4[ i ] ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'modelViewMatrices', this.mat4 ); ++ uniforms.setValue( this.gl, 'normalMatrices', this.mat3 ); ++ ++ } ++ ++} ++ + class ArrayCamera extends PerspectiveCamera { + + constructor( array = [] ) { +@@ -25230,7 +25583,7 @@ class DepthTexture extends Texture { + + class WebXRManager extends EventDispatcher { + +- constructor( renderer, gl ) { ++ constructor( renderer, gl, extensions, useMultiview ) { + + super(); + +@@ -25285,6 +25638,7 @@ class WebXRManager extends EventDispatcher { + this.enabled = false; + + this.isPresenting = false; ++ this.isMultiview = false; + + this.getController = function ( index ) { + +@@ -25521,29 +25875,51 @@ class WebXRManager extends EventDispatcher { + + } + ++ scope.isMultiview = useMultiview && extensions.has( 'OCULUS_multiview' ); ++ + const projectionlayerInit = { + colorFormat: gl.RGBA8, + depthFormat: glDepthFormat, + scaleFactor: framebufferScaleFactor + }; + ++ if ( scope.isMultiview ) { ++ ++ projectionlayerInit.textureType = 'texture-array'; ++ ++ } ++ + glBinding = new XRWebGLBinding( session, gl ); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + +- newRenderTarget = new WebGLRenderTarget( +- glProjLayer.textureWidth, +- glProjLayer.textureHeight, +- { +- format: RGBAFormat, +- type: UnsignedByteType, +- depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), +- stencilBuffer: attributes.stencil, +- encoding: renderer.outputEncoding, +- samples: attributes.antialias ? 4 : 0 +- } ); ++ const rtOptions = { ++ format: RGBAFormat, ++ type: UnsignedByteType, ++ depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), ++ stencilBuffer: attributes.stencil, ++ encoding: renderer.outputEncoding, ++ samples: attributes.antialias ? 4 : 0 ++ }; ++ ++ if ( scope.isMultiview ) { ++ ++ const extension = extensions.get( 'OCULUS_multiview' ); ++ ++ this.maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR ); ++ ++ newRenderTarget = new WebGLMultiviewRenderTarget( glProjLayer.textureWidth, glProjLayer.textureHeight, 2, rtOptions ); ++ ++ } else { ++ ++ newRenderTarget = new WebGLRenderTarget( ++ glProjLayer.textureWidth, ++ glProjLayer.textureHeight, ++ rtOptions ); ++ ++ } + + const renderTargetProperties = renderer.properties.get( newRenderTarget ); + renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; +@@ -25863,7 +26239,6 @@ class WebXRManager extends EventDispatcher { + + const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); + viewport = glSubImage.viewport; +- + // For side-by-side projection, we only produce a single texture for both eyes. + if ( i === 0 ) { + +@@ -27111,7 +27486,8 @@ function WebGLRenderer( parameters = {} ) { + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', +- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; ++ _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false, ++ _multiviewStereo = parameters.multiviewStereo !== undefined ? parameters.multiviewStereo : false; + + let _alpha; + +@@ -27325,6 +27701,7 @@ function WebGLRenderer( parameters = {} ) { + let extensions, capabilities, state, info; + let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; ++ let multiview; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + +@@ -27358,6 +27735,7 @@ function WebGLRenderer( parameters = {} ) { + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions, capabilities ); + background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha ); ++ multiview = new WebGLMultiview( _this, extensions, _gl ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + +@@ -27380,9 +27758,7 @@ function WebGLRenderer( parameters = {} ) { + + // xr + +- const xr = new WebXRManager( _this, _gl ); +- +- this.xr = xr; ++ this.xr = new WebXRManager( _this, _gl, extensions, _multiviewStereo ); + + // API + +@@ -27436,7 +27812,7 @@ function WebGLRenderer( parameters = {} ) { + + this.setSize = function ( width, height, updateStyle = true ) { + +- if ( xr.isPresenting ) { ++ if ( this.xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; +@@ -27628,10 +28004,10 @@ function WebGLRenderer( parameters = {} ) { + uniformsGroups.dispose(); + programCache.dispose(); + +- xr.dispose(); ++ this.xr.dispose(); + +- xr.removeEventListener( 'sessionstart', onXRSessionStart ); +- xr.removeEventListener( 'sessionend', onXRSessionEnd ); ++ this.xr.removeEventListener( 'sessionstart', onXRSessionStart ); ++ this.xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + if ( _transmissionRenderTarget ) { + +@@ -27974,14 +28350,16 @@ function WebGLRenderer( parameters = {} ) { + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; +- xr.setAnimationLoop( callback ); ++ this.xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + +- xr.addEventListener( 'sessionstart', onXRSessionStart ); +- xr.addEventListener( 'sessionend', onXRSessionEnd ); ++ this.animation = animation; ++ ++ this.xr.addEventListener( 'sessionstart', onXRSessionStart ); ++ this.xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + +@@ -28004,11 +28382,11 @@ function WebGLRenderer( parameters = {} ) { + + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + +- if ( xr.enabled === true && xr.isPresenting === true ) { ++ if ( this.xr.enabled === true && this.xr.isPresenting === true ) { + +- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); ++ if ( this.xr.cameraAutoUpdate === true ) this.xr.updateCamera( camera ); + +- camera = xr.getCamera(); // use XR camera for rendering ++ camera = this.xr.getCamera(); // use XR camera for rendering + + } + +@@ -28065,13 +28443,24 @@ function WebGLRenderer( parameters = {} ) { + + if ( camera.isArrayCamera ) { + +- const cameras = camera.cameras; + +- for ( let i = 0, l = cameras.length; i < l; i ++ ) { ++ if ( this.xr.enabled && this.xr.isMultiview ) { + +- const camera2 = cameras[ i ]; ++ textures.deferTextureUploads = true; + +- renderScene( currentRenderList, scene, camera2, camera2.viewport ); ++ renderScene( currentRenderList, scene, camera, camera.cameras[ 0 ].viewport ); ++ ++ } else { ++ ++ const cameras = camera.cameras; ++ ++ for ( let i = 0, l = cameras.length; i < l; i ++ ) { ++ ++ const camera2 = cameras[ i ]; ++ ++ renderScene( currentRenderList, scene, camera2, camera2.viewport ); ++ ++ } + + } + +@@ -28099,6 +28488,7 @@ function WebGLRenderer( parameters = {} ) { + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + ++ textures.runDeferredUploads(); + // _gl.finish(); + + bindingStates.resetDefaultState(); +@@ -28495,6 +28885,7 @@ function WebGLRenderer( parameters = {} ) { + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; ++ materialProperties.numMultiviewViews = parameters.numMultiviewViews; + + } + +@@ -28515,6 +28906,8 @@ function WebGLRenderer( parameters = {} ) { + const morphColors = !! geometry.morphAttributes.color; + const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; + ++ const numMultiviewViews = _currentRenderTarget && _currentRenderTarget.isWebGLMultiviewRenderTarget ? _currentRenderTarget.numViews : 0; ++ + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + +@@ -28610,6 +29003,10 @@ function WebGLRenderer( parameters = {} ) { + + needsProgramChange = true; + ++ } else if ( materialProperties.numMultiviewViews !== numMultiviewViews ) { ++ ++ needsProgramChange = true; ++ + } + + } else { +@@ -28654,7 +29051,15 @@ function WebGLRenderer( parameters = {} ) { + + if ( refreshProgram || _currentCamera !== camera ) { + +- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); ++ ++ } + + if ( capabilities.logarithmicDepthBuffer ) { + +@@ -28716,7 +29121,15 @@ function WebGLRenderer( parameters = {} ) { + material.isShadowMaterial || + object.isSkinnedMesh ) { + +- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateCameraViewMatricesUniform( camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); ++ ++ } + + } + +@@ -28825,8 +29238,17 @@ function WebGLRenderer( parameters = {} ) { + + // common matrices + +- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); +- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateObjectMatricesUniforms( object, camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); ++ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); ++ ++ } ++ + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs +@@ -28910,20 +29332,16 @@ function WebGLRenderer( parameters = {} ) { + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__hasExternalTextures = true; + +- if ( renderTargetProperties.__hasExternalTextures ) { +- +- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; ++ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; + +- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) { ++ if ( ! renderTargetProperties.__autoAllocateDepthBuffer && ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) { + +- // The multisample_render_to_texture extension doesn't work properly if there +- // are midframe flushes and an external depth buffer. Disable use of the extension. +- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { ++ // The multisample_render_to_texture extension doesn't work properly if there ++ // are midframe flushes and an external depth buffer. Disable use of the extension. ++ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { + +- console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); +- renderTargetProperties.__useRenderToTexture = false; +- +- } ++ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); ++ renderTargetProperties.__useRenderToTexture = false; + + } + +@@ -50837,6 +51255,7 @@ exports.WebGL3DRenderTarget = WebGL3DRenderTarget; + exports.WebGLArrayRenderTarget = WebGLArrayRenderTarget; + exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget; + exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets; ++exports.WebGLMultiviewRenderTarget = WebGLMultiviewRenderTarget; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderer = WebGLRenderer; + exports.WebGLUtils = WebGLUtils; +diff --git a/node_modules/three/build/three.js b/node_modules/three/build/three.js +index 8edfee2..6a4364b 100644 +--- a/node_modules/three/build/three.js ++++ b/node_modules/three/build/three.js +@@ -12299,6 +12299,38 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + } + ++ /** ++ * @author fernandojsg / http://fernandojsg.com ++ * @author Takahiro https://github.com/takahirox ++ */ ++ ++ class WebGLMultiviewRenderTarget extends WebGLRenderTarget { ++ ++ constructor( width, height, numViews, options = {} ) { ++ ++ super( width, height, options ); ++ ++ this.depthBuffer = false; ++ this.stencilBuffer = false; ++ ++ this.numViews = numViews; ++ ++ } ++ ++ copy( source ) { ++ ++ super.copy( source ); ++ ++ this.numViews = source.numViews; ++ ++ return this; ++ ++ } ++ ++ } ++ ++ WebGLMultiviewRenderTarget.prototype.isWebGLMultiviewRenderTarget = true; ++ + const _vector1 = /*@__PURE__*/ new Vector3(); + const _vector2 = /*@__PURE__*/ new Vector3(); + const _normalMatrix = /*@__PURE__*/ new Matrix3(); +@@ -14027,7 +14059,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( +- new BoxGeometry( 1, 1, 1 ), ++ new BoxGeometry( 10000, 10000, 10000 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), +@@ -18734,6 +18766,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + ++ var numMultiviewViews = parameters.numMultiviewViews; ++ + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ +@@ -19060,6 +19094,51 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + ++ // Multiview ++ ++ if ( numMultiviewViews > 0 ) { ++ ++ prefixVertex = [ ++ '#extension GL_OVR_multiview : require', ++ 'layout(num_views = ' + numMultiviewViews + ') in;', ++ '#define VIEW_ID gl_ViewID_OVR' ++ ].join( '\n' ) + '\n' + prefixVertex; ++ ++ prefixVertex = prefixVertex.replace( ++ [ ++ 'uniform mat4 modelViewMatrix;', ++ 'uniform mat4 projectionMatrix;', ++ 'uniform mat4 viewMatrix;', ++ 'uniform mat3 normalMatrix;' ++ ].join( '\n' ), ++ [ ++ 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];', ++ 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];', ++ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', ++ 'uniform mat3 normalMatrices[' + numMultiviewViews + '];', ++ ++ '#define modelViewMatrix modelViewMatrices[VIEW_ID]', ++ '#define projectionMatrix projectionMatrices[VIEW_ID]', ++ '#define viewMatrix viewMatrices[VIEW_ID]', ++ '#define normalMatrix normalMatrices[VIEW_ID]' ++ ].join( '\n' ) ++ ); ++ ++ prefixFragment = [ ++ '#extension GL_OVR_multiview : require', ++ '#define VIEW_ID gl_ViewID_OVR' ++ ].join( '\n' ) + '\n' + prefixFragment; ++ ++ prefixFragment = prefixFragment.replace( ++ 'uniform mat4 viewMatrix;', ++ [ ++ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', ++ '#define viewMatrix viewMatrices[VIEW_ID]' ++ ].join( '\n' ) ++ ); ++ ++ } ++ + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; +@@ -19213,6 +19292,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; ++ this.numMultiviewViews = numMultiviewViews; + + return this; + +@@ -19433,6 +19513,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + const currentRenderTarget = renderer.getRenderTarget(); + ++ const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0; ++ + const useAlphaTest = material.alphaTest > 0; + const useClearcoat = material.clearcoat > 0; + const useIridescence = material.iridescence > 0; +@@ -19460,6 +19542,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, + + supportsVertexTextures: vertexTextures, ++ numMultiviewViews: numMultiviewViews, ++ + outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ), + map: !! material.map, + matcap: !! material.matcap, +@@ -19776,6 +19860,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + _programLayers.enable( 23 ); + if ( parameters.opaque ) + _programLayers.enable( 24 ); ++ if ( parameters.numMultiviewViews ) ++ _programLayers.enable( 25 ); + + array.push( _programLayers.mask ); + +@@ -22580,12 +22666,15 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + const maxSamples = capabilities.maxSamples; + const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); ++ const multiviewExt = extensions.has( 'OCULUS_multiview' ) ? extensions.get( 'OCULUS_multiview' ) : null; + + const _videoTextures = new WeakMap(); + let _canvas; + + const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source + ++ let _deferredUploads = []; ++ + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). +@@ -23022,8 +23111,11 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + } else { + +- uploadTexture( textureProperties, texture, slot ); +- return; ++ if ( this.uploadTexture( textureProperties, texture, slot ) ) { ++ ++ return; ++ ++ } + + } + +@@ -23039,7 +23131,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + +- uploadTexture( textureProperties, texture, slot ); ++ this.uploadTexture( textureProperties, texture, slot ); + return; + + } +@@ -23054,7 +23146,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + +- uploadTexture( textureProperties, texture, slot ); ++ this.uploadTexture( textureProperties, texture, slot ); + return; + + } +@@ -23101,7 +23193,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); + +- if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { ++ if ( ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) && texture.wrapR !== undefined ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); + +@@ -23238,8 +23330,40 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + } + ++ function runDeferredUploads() { ++ ++ const previousDeferSetting = this.deferTextureUploads; ++ this.deferTextureUploads = false; ++ ++ for ( const upload of _deferredUploads ) { ++ ++ this.uploadTexture( upload.textureProperties, upload.texture, upload.slot ); ++ upload.texture.isPendingDeferredUpload = false; ++ ++ } ++ ++ _deferredUploads = []; ++ ++ this.deferTextureUploads = previousDeferSetting; ++ ++ } ++ + function uploadTexture( textureProperties, texture, slot ) { + ++ if ( this.deferTextureUploads ) { ++ ++ if ( ! texture.isPendingDeferredUpload ) { ++ ++ texture.isPendingDeferredUpload = true; ++ _deferredUploads.push( { textureProperties: textureProperties, texture: texture, slot: slot } ); ++ ++ } ++ ++ return false; ++ ++ } ++ ++ + let textureType = _gl.TEXTURE_2D; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; +@@ -23652,6 +23776,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + } + + textureProperties.__version = texture.version; ++ return true; + + } + +@@ -23874,7 +23999,11 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( ! renderTargetProperties.__hasExternalTextures ) { + +- if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.numViews ); ++ ++ } else if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { + + state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); + +@@ -23887,14 +24016,31 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); ++ const multisampled = useMultisampledRTT( renderTarget ); ++ ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ if ( multisampled ) { + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ), 0, renderTarget.numViews ); ++ ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, 0, renderTarget.numViews ); ++ ++ } + + } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 + +- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); ++ if ( multisampled ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); ++ ++ } + + } + +@@ -23908,7 +24054,59 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + +- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ const useMultisample = useMultisampledRTT( renderTarget ); ++ const numViews = renderTarget.numViews; ++ ++ const depthTexture = renderTarget.depthTexture; ++ let glInternalFormat = _gl.DEPTH_COMPONENT24; ++ let glDepthAttachment = _gl.DEPTH_ATTACHMENT; ++ ++ if ( depthTexture && depthTexture.isDepthTexture ) { ++ ++ if ( depthTexture.type === FloatType ) { ++ ++ glInternalFormat = _gl.DEPTH_COMPONENT32F; ++ ++ } else if ( depthTexture.type === UnsignedInt248Type ) { ++ ++ glInternalFormat = _gl.DEPTH24_STENCIL8; ++ glDepthAttachment = _gl.DEPTH_STENCIL_ATTACHMENT; ++ ++ } ++ ++ // we're defaulting to _gl.DEPTH_COMPONENT24 so don't assign here ++ // or else DeepScan will complain ++ ++ // else if ( depthTexture.type === UnsignedIntType ) { ++ ++ // glInternalFormat = _gl.DEPTH_COMPONENT24; ++ ++ // } ++ ++ } ++ ++ let depthStencilTexture = properties.get( renderTarget.depthTexture ).__webglTexture; ++ if ( depthStencilTexture === undefined ) { ++ ++ depthStencilTexture = _gl.createTexture(); ++ _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture ); ++ _gl.texStorage3D( _gl.TEXTURE_2D_ARRAY, 1, glInternalFormat, renderTarget.width, renderTarget.height, numViews ); ++ ++ } ++ ++ if ( useMultisample ) { ++ ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, getRenderTargetSamples( renderTarget ), 0, numViews ); ++ ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, 0, numViews ); ++ ++ } ++ ++ } else if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + let glInternalFormat = _gl.DEPTH_COMPONENT16; + +@@ -24031,38 +24229,85 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + } + +- setTexture2D( renderTarget.depthTexture, 0 ); ++ if ( renderTarget.depthTexture.image.depth != 1 ) { ++ ++ this.setTexture2DArray( renderTarget.depthTexture, 0 ); ++ ++ } else { ++ ++ this.setTexture2D( renderTarget.depthTexture, 0 ); ++ ++ } + + const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + +- if ( renderTarget.depthTexture.format === DepthFormat ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ const useMultisample = useMultisampledRTT( renderTarget ); ++ const numViews = renderTarget.numViews; + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ if ( renderTarget.depthTexture.format === DepthFormat ) { + +- } else { ++ if ( useMultisample ) { + +- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); + +- } ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); ++ ++ } ++ ++ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + +- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { ++ if ( useMultisample ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews ); + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, 0, numViews ); ++ ++ } + + } else { + +- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ throw new Error( 'Unknown depthTexture format' ); + + } + + } else { + +- throw new Error( 'Unknown depthTexture format' ); ++ if ( renderTarget.depthTexture.format === DepthFormat ) { ++ ++ if ( useMultisampledRTT( renderTarget ) ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ ++ } ++ ++ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { ++ ++ if ( useMultisampledRTT( renderTarget ) ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); ++ ++ } ++ ++ } else { ++ ++ throw new Error( 'Unknown depthTexture format' ); ++ ++ } + + } + +@@ -24078,7 +24323,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + +- setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); ++ this.setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + +@@ -24115,13 +24360,13 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( colorTexture !== undefined ) { + +- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); ++ this.setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + } + + if ( depthTexture !== undefined ) { + +- setupDepthRenderbuffer( renderTarget ); ++ this.setupDepthRenderbuffer( renderTarget ); + + } + +@@ -24301,6 +24546,12 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + } + ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ glTextureType = _gl.TEXTURE_2D_ARRAY; ++ ++ } ++ + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType ); +@@ -24317,9 +24568,9 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + // Setup depth and stencil buffers + +- if ( renderTarget.depthBuffer ) { ++ if ( renderTarget.depthBuffer || renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- setupDepthRenderbuffer( renderTarget ); ++ this.setupDepthRenderbuffer( renderTarget ); + + } + +@@ -24453,6 +24704,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + ++ + } + + } +@@ -24555,12 +24807,15 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.rebindTextures = rebindTextures; ++ this.uploadTexture = uploadTexture; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; ++ this.setupDepthTexture = setupDepthTexture; + this.setupDepthRenderbuffer = setupDepthRenderbuffer; + this.setupFrameBufferTexture = setupFrameBufferTexture; + this.useMultisampledRTT = useMultisampledRTT; ++ this.runDeferredUploads = runDeferredUploads; + + } + +@@ -24838,6 +25093,104 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + } + ++ /** ++ * @author fernandojsg / http://fernandojsg.com ++ * @author Takahiro https://github.com/takahirox ++ */ ++ ++ ++ class WebGLMultiview { ++ ++ constructor( renderer, extensions, gl ) { ++ ++ this.renderer = renderer; ++ ++ this.DEFAULT_NUMVIEWS = 2; ++ this.maxNumViews = 0; ++ this.gl = gl; ++ ++ this.extensions = extensions; ++ ++ this.available = this.extensions.has( 'OCULUS_multiview' ); ++ ++ if ( this.available ) { ++ ++ const extension = this.extensions.get( 'OCULUS_multiview' ); ++ ++ this.maxNumViews = this.gl.getParameter( extension.MAX_VIEWS_OVR ); ++ ++ this.mat4 = []; ++ this.mat3 = []; ++ this.cameraArray = []; ++ ++ for ( var i = 0; i < this.maxNumViews; i ++ ) { ++ ++ this.mat4[ i ] = new Matrix4(); ++ this.mat3[ i ] = new Matrix3(); ++ ++ } ++ ++ } ++ ++ } ++ ++ // ++ getCameraArray( camera ) { ++ ++ if ( camera.isArrayCamera ) return camera.cameras; ++ ++ this.cameraArray[ 0 ] = camera; ++ ++ return this.cameraArray; ++ ++ } ++ ++ updateCameraProjectionMatricesUniform( camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].copy( cameras[ i ].projectionMatrix ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'projectionMatrices', this.mat4 ); ++ ++ } ++ ++ updateCameraViewMatricesUniform( camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].copy( cameras[ i ].matrixWorldInverse ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'viewMatrices', this.mat4 ); ++ ++ } ++ ++ updateObjectMatricesUniforms( object, camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld ); ++ this.mat3[ i ].getNormalMatrix( this.mat4[ i ] ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'modelViewMatrices', this.mat4 ); ++ uniforms.setValue( this.gl, 'normalMatrices', this.mat3 ); ++ ++ } ++ ++ } ++ + class ArrayCamera extends PerspectiveCamera { + + constructor( array = [] ) { +@@ -25235,7 +25588,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + class WebXRManager extends EventDispatcher { + +- constructor( renderer, gl ) { ++ constructor( renderer, gl, extensions, useMultiview ) { + + super(); + +@@ -25290,6 +25643,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + this.enabled = false; + + this.isPresenting = false; ++ this.isMultiview = false; + + this.getController = function ( index ) { + +@@ -25526,29 +25880,51 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + } + ++ scope.isMultiview = useMultiview && extensions.has( 'OCULUS_multiview' ); ++ + const projectionlayerInit = { + colorFormat: gl.RGBA8, + depthFormat: glDepthFormat, + scaleFactor: framebufferScaleFactor + }; + ++ if ( scope.isMultiview ) { ++ ++ projectionlayerInit.textureType = 'texture-array'; ++ ++ } ++ + glBinding = new XRWebGLBinding( session, gl ); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + +- newRenderTarget = new WebGLRenderTarget( +- glProjLayer.textureWidth, +- glProjLayer.textureHeight, +- { +- format: RGBAFormat, +- type: UnsignedByteType, +- depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), +- stencilBuffer: attributes.stencil, +- encoding: renderer.outputEncoding, +- samples: attributes.antialias ? 4 : 0 +- } ); ++ const rtOptions = { ++ format: RGBAFormat, ++ type: UnsignedByteType, ++ depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), ++ stencilBuffer: attributes.stencil, ++ encoding: renderer.outputEncoding, ++ samples: attributes.antialias ? 4 : 0 ++ }; ++ ++ if ( scope.isMultiview ) { ++ ++ const extension = extensions.get( 'OCULUS_multiview' ); ++ ++ this.maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR ); ++ ++ newRenderTarget = new WebGLMultiviewRenderTarget( glProjLayer.textureWidth, glProjLayer.textureHeight, 2, rtOptions ); ++ ++ } else { ++ ++ newRenderTarget = new WebGLRenderTarget( ++ glProjLayer.textureWidth, ++ glProjLayer.textureHeight, ++ rtOptions ); ++ ++ } + + const renderTargetProperties = renderer.properties.get( newRenderTarget ); + renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; +@@ -25868,7 +26244,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); + viewport = glSubImage.viewport; +- + // For side-by-side projection, we only produce a single texture for both eyes. + if ( i === 0 ) { + +@@ -27116,7 +27491,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', +- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; ++ _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false, ++ _multiviewStereo = parameters.multiviewStereo !== undefined ? parameters.multiviewStereo : false; + + let _alpha; + +@@ -27330,6 +27706,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + let extensions, capabilities, state, info; + let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; ++ let multiview; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + +@@ -27363,6 +27740,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions, capabilities ); + background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha ); ++ multiview = new WebGLMultiview( _this, extensions, _gl ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + +@@ -27385,9 +27763,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + // xr + +- const xr = new WebXRManager( _this, _gl ); +- +- this.xr = xr; ++ this.xr = new WebXRManager( _this, _gl, extensions, _multiviewStereo ); + + // API + +@@ -27441,7 +27817,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + this.setSize = function ( width, height, updateStyle = true ) { + +- if ( xr.isPresenting ) { ++ if ( this.xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; +@@ -27633,10 +28009,10 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + uniformsGroups.dispose(); + programCache.dispose(); + +- xr.dispose(); ++ this.xr.dispose(); + +- xr.removeEventListener( 'sessionstart', onXRSessionStart ); +- xr.removeEventListener( 'sessionend', onXRSessionEnd ); ++ this.xr.removeEventListener( 'sessionstart', onXRSessionStart ); ++ this.xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + if ( _transmissionRenderTarget ) { + +@@ -27979,14 +28355,16 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; +- xr.setAnimationLoop( callback ); ++ this.xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + +- xr.addEventListener( 'sessionstart', onXRSessionStart ); +- xr.addEventListener( 'sessionend', onXRSessionEnd ); ++ this.animation = animation; ++ ++ this.xr.addEventListener( 'sessionstart', onXRSessionStart ); ++ this.xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + +@@ -28009,11 +28387,11 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + +- if ( xr.enabled === true && xr.isPresenting === true ) { ++ if ( this.xr.enabled === true && this.xr.isPresenting === true ) { + +- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); ++ if ( this.xr.cameraAutoUpdate === true ) this.xr.updateCamera( camera ); + +- camera = xr.getCamera(); // use XR camera for rendering ++ camera = this.xr.getCamera(); // use XR camera for rendering + + } + +@@ -28070,13 +28448,24 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( camera.isArrayCamera ) { + +- const cameras = camera.cameras; + +- for ( let i = 0, l = cameras.length; i < l; i ++ ) { ++ if ( this.xr.enabled && this.xr.isMultiview ) { + +- const camera2 = cameras[ i ]; ++ textures.deferTextureUploads = true; + +- renderScene( currentRenderList, scene, camera2, camera2.viewport ); ++ renderScene( currentRenderList, scene, camera, camera.cameras[ 0 ].viewport ); ++ ++ } else { ++ ++ const cameras = camera.cameras; ++ ++ for ( let i = 0, l = cameras.length; i < l; i ++ ) { ++ ++ const camera2 = cameras[ i ]; ++ ++ renderScene( currentRenderList, scene, camera2, camera2.viewport ); ++ ++ } + + } + +@@ -28104,6 +28493,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + ++ textures.runDeferredUploads(); + // _gl.finish(); + + bindingStates.resetDefaultState(); +@@ -28500,6 +28890,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; ++ materialProperties.numMultiviewViews = parameters.numMultiviewViews; + + } + +@@ -28520,6 +28911,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + const morphColors = !! geometry.morphAttributes.color; + const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; + ++ const numMultiviewViews = _currentRenderTarget && _currentRenderTarget.isWebGLMultiviewRenderTarget ? _currentRenderTarget.numViews : 0; ++ + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + +@@ -28615,6 +29008,10 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + needsProgramChange = true; + ++ } else if ( materialProperties.numMultiviewViews !== numMultiviewViews ) { ++ ++ needsProgramChange = true; ++ + } + + } else { +@@ -28659,7 +29056,15 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + if ( refreshProgram || _currentCamera !== camera ) { + +- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); ++ ++ } + + if ( capabilities.logarithmicDepthBuffer ) { + +@@ -28721,7 +29126,15 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + material.isShadowMaterial || + object.isSkinnedMesh ) { + +- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateCameraViewMatricesUniform( camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); ++ ++ } + + } + +@@ -28830,8 +29243,17 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + + // common matrices + +- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); +- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateObjectMatricesUniforms( object, camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); ++ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); ++ ++ } ++ + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs +@@ -28915,20 +29337,16 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__hasExternalTextures = true; + +- if ( renderTargetProperties.__hasExternalTextures ) { +- +- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; ++ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; + +- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) { ++ if ( ! renderTargetProperties.__autoAllocateDepthBuffer && ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) { + +- // The multisample_render_to_texture extension doesn't work properly if there +- // are midframe flushes and an external depth buffer. Disable use of the extension. +- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { ++ // The multisample_render_to_texture extension doesn't work properly if there ++ // are midframe flushes and an external depth buffer. Disable use of the extension. ++ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { + +- console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); +- renderTargetProperties.__useRenderToTexture = false; +- +- } ++ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); ++ renderTargetProperties.__useRenderToTexture = false; + + } + +@@ -50842,6 +51260,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated + exports.WebGLArrayRenderTarget = WebGLArrayRenderTarget; + exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget; + exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets; ++ exports.WebGLMultiviewRenderTarget = WebGLMultiviewRenderTarget; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderer = WebGLRenderer; + exports.WebGLUtils = WebGLUtils; +diff --git 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r[0]=s*m+a*v+o*y,r[3]=s*f+a*x+o*M,r[6]=s*g+a*_+o*b,r[1]=l*m+c*v+h*y,r[4]=l*f+c*x+h*M,r[7]=l*g+c*_+h*b,r[2]=u*m+d*v+p*y,r[5]=u*f+d*x+p*M,r[8]=u*g+d*_+p*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-i*r*c+i*a*o+n*r*l-n*s*o}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+i*u+n*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const m=1/p;return t[0]=h*m,t[1]=(n*l-c*i)*m,t[2]=(a*i-n*s)*m,t[3]=u*m,t[4]=(c*e-n*o)*m,t[5]=(n*r-a*e)*m,t[6]=d*m,t[7]=(i*o-l*e)*m,t[8]=(s*e-i*r)*m,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,i,n,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(i*o,i*l,-i*(o*s+l*a)+s+t,-n*l,n*o,-n*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){return this.premultiply(qe.makeScale(t,e)),this}rotate(t){return this.premultiply(qe.makeRotation(-t)),this}translate(t,e){return this.premultiply(qe.makeTranslation(t,e)),this}makeTranslation(t,e){return this.set(1,0,t,0,1,e,0,0,1),this}makeRotation(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,i,e,0,0,0,1),this}makeScale(t,e){return this.set(t,0,0,0,e,0,0,0,1),this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<9;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<9;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}const qe=new je;function Xe(t){for(let e=t.length-1;e>=0;--e)if(t[e]>=65535)return!0;return!1}const Ye={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function Ze(t,e){return new Ye[t](e)}function Je(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)}class Ke{constructor(t=0,e=0,i=0,n=1){this.isQuaternion=!0,this._x=t,this._y=e,this._z=i,this._w=n}static slerpFlat(t,e,i,n,r,s,a){let o=i[n+0],l=i[n+1],c=i[n+2],h=i[n+3];const u=r[s+0],d=r[s+1],p=r[s+2],m=r[s+3];if(0===a)return t[e+0]=o,t[e+1]=l,t[e+2]=c,void(t[e+3]=h);if(1===a)return t[e+0]=u,t[e+1]=d,t[e+2]=p,void(t[e+3]=m);if(h!==m||o!==u||l!==d||c!==p){let t=1-a;const e=o*u+l*d+c*p+h*m,i=e>=0?1:-1,n=1-e*e;if(n>Number.EPSILON){const r=Math.sqrt(n),s=Math.atan2(r,e*i);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*i;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+m*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,i,n,r,s){const a=i[n],o=i[n+1],l=i[n+2],c=i[n+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,i,n){return this._x=t,this._y=e,this._z=i,this._w=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){const i=t._x,n=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(i/2),c=a(n/2),h=a(r/2),u=o(i/2),d=o(n/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const i=e/2,n=Math.sin(i);return this._x=t.x*n,this._y=t.y*n,this._z=t.z*n,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,i=e[0],n=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=i+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-n)*t}else if(i>a&&i>h){const t=2*Math.sqrt(1+i-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(n+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-i-h);this._w=(r-l)/t,this._x=(n+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-i-a);this._w=(s-n)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let i=t.dot(e)+1;return iMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=i):(this._x=0,this._y=-t.z,this._z=t.y,this._w=i)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=i),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(Oe(this.dot(t),-1,1)))}rotateTowards(t,e){const i=this.angleTo(t);if(0===i)return this;const n=Math.min(1,e/i);return this.slerp(t,n),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t){return this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const i=t._x,n=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=i*c+s*a+n*l-r*o,this._y=n*c+s*o+r*a-i*l,this._z=r*c+s*l+i*o-n*a,this._w=s*c-i*a-n*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const i=this._x,n=this._y,r=this._z,s=this._w;let a=s*t._w+i*t._x+n*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=i,this._y=n,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*i+e*this._x,this._y=t*n+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=i*h+this._x*u,this._y=n*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,i){return this.copy(t).slerp(e,i)}random(){const t=Math.random(),e=Math.sqrt(1-t),i=Math.sqrt(t),n=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(e*Math.cos(n),i*Math.sin(r),i*Math.cos(r),e*Math.sin(n))}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class $e{constructor(t=0,e=0,i=0){$e.prototype.isVector3=!0,this.x=t,this.y=e,this.z=i}set(t,e,i){return void 0===i&&(i=this.z),this.x=t,this.y=e,this.z=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return this.applyQuaternion(ti.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(ti.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[3]*i+r[6]*n,this.y=r[1]*e+r[4]*i+r[7]*n,this.z=r[2]*e+r[5]*i+r[8]*n,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=t.elements,s=1/(r[3]*e+r[7]*i+r[11]*n+r[15]);return this.x=(r[0]*e+r[4]*i+r[8]*n+r[12])*s,this.y=(r[1]*e+r[5]*i+r[9]*n+r[13])*s,this.z=(r[2]*e+r[6]*i+r[10]*n+r[14])*s,this}applyQuaternion(t){const e=this.x,i=this.y,n=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*n-a*i,c=o*i+a*e-r*n,h=o*n+r*i-s*e,u=-r*e-s*i-a*n;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[4]*i+r[8]*n,this.y=r[1]*e+r[5]*i+r[9]*n,this.z=r[2]*e+r[6]*i+r[10]*n,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return 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}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this.z=t.z+(e.z-t.z)*i,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const i=t.x,n=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=n*o-r*a,this.y=r*s-i*o,this.z=i*a-n*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const i=t.dot(this)/e;return this.copy(t).multiplyScalar(i)}projectOnPlane(t){return Qe.copy(this).projectOnVector(t),this.sub(Qe)}reflect(t){return this.sub(Qe.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const i=this.dot(t)/e;return Math.acos(Oe(i,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y,n=this.z-t.z;return e*e+i*i+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,i){const n=Math.sin(e)*t;return this.x=n*Math.sin(i),this.y=Math.cos(e)*t,this.z=n*Math.cos(i),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,i){return this.x=t*Math.sin(e),this.y=i,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),i=this.setFromMatrixColumn(t,1).length(),n=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=i,this.z=n,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,i=Math.sqrt(1-t**2);return this.x=i*Math.cos(e),this.y=i*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const Qe=new $e,ti=new Ke;function ei(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function ii(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}const ni=(new je).fromArray([.8224621,.0331941,.0170827,.177538,.9668058,.0723974,-1e-7,1e-7,.9105199]),ri=(new je).fromArray([1.2249401,-.0420569,-.0196376,-.2249404,1.0420571,-.0786361,1e-7,0,1.0982735]),si=new $e;const ai={[Se]:t=>t,[be]:t=>t.convertSRGBToLinear(),[we]:function(t){return t.convertSRGBToLinear(),si.set(t.r,t.g,t.b).applyMatrix3(ri),t.setRGB(si.x,si.y,si.z)}},oi={[Se]:t=>t,[be]:t=>t.convertLinearToSRGB(),[we]:function(t){return si.set(t.r,t.g,t.b).applyMatrix3(ni),t.setRGB(si.x,si.y,si.z).convertLinearToSRGB()}},li={enabled:!1,get legacyMode(){return console.warn("THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150."),!this.enabled},set legacyMode(t){console.warn("THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150."),this.enabled=!t},get workingColorSpace(){return Se},set workingColorSpace(t){console.warn("THREE.ColorManagement: .workingColorSpace is readonly.")},convert:function(t,e,i){if(!1===this.enabled||e===i||!e||!i)return t;const n=ai[e],r=oi[i];if(void 0===n||void 0===r)throw new Error(`Unsupported color space conversion, "${e}" to "${i}".`);return r(n(t))},fromWorkingColorSpace:function(t,e){return this.convert(t,this.workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this.workingColorSpace)}};let ci;class hi{static getDataURL(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===ci&&(ci=Je("canvas")),ci.width=t.width,ci.height=t.height;const i=ci.getContext("2d");t instanceof ImageData?i.putImageData(t,0,0):i.drawImage(t,0,0,t.width,t.height),e=ci}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=Je("canvas");e.width=t.width,e.height=t.height;const i=e.getContext("2d");i.drawImage(t,0,0,t.width,t.height);const n=i.getImageData(0,0,t.width,t.height),r=n.data;for(let t=0;t0&&(i.userData=this.userData),e||(t.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==J)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case it:t.x=t.x-Math.floor(t.x);break;case nt:t.x=t.x<0?0:1;break;case rt:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case it:t.y=t.y-Math.floor(t.y);break;case nt:t.y=t.y<0?0:1;break;case rt:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}}mi.DEFAULT_IMAGE=null,mi.DEFAULT_MAPPING=J,mi.DEFAULT_ANISOTROPY=1;class fi{constructor(t=0,e=0,i=0,n=1){fi.prototype.isVector4=!0,this.x=t,this.y=e,this.z=i,this.w=n}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,i,n){return this.x=t,this.y=e,this.z=i,this.w=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){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: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*i+s[8]*n+s[12]*r,this.y=s[1]*e+s[5]*i+s[9]*n+s[13]*r,this.z=s[2]*e+s[6]*i+s[10]*n+s[14]*r,this.w=s[3]*e+s[7]*i+s[11]*n+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,i,n,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],m=o[2],f=o[6],g=o[10];if(Math.abs(c-u)o&&t>v?tv?or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,i=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,Mi),Mi.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,i;return t.normal.x>0?(e=t.normal.x*this.min.x,i=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,i=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,i+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,i+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,i+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,i+=t.normal.z*this.min.z),e<=-t.constant&&i>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(Li),Ri.subVectors(this.max,Li),Si.subVectors(t.a,Li),wi.subVectors(t.b,Li),Ti.subVectors(t.c,Li),Ai.subVectors(wi,Si),Ei.subVectors(Ti,wi),Ci.subVectors(Si,Ti);let e=[0,-Ai.z,Ai.y,0,-Ei.z,Ei.y,0,-Ci.z,Ci.y,Ai.z,0,-Ai.x,Ei.z,0,-Ei.x,Ci.z,0,-Ci.x,-Ai.y,Ai.x,0,-Ei.y,Ei.x,0,-Ci.y,Ci.x,0];return!!Di(e,Si,wi,Ti,Ri)&&(e=[1,0,0,0,1,0,0,0,1],!!Di(e,Si,wi,Ti,Ri)&&(Pi.crossVectors(Ai,Ei),e=[Pi.x,Pi.y,Pi.z],Di(e,Si,wi,Ti,Ri)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,Mi).distanceTo(t)}getBoundingSphere(t){return this.isEmpty()?t.makeEmpty():(this.getCenter(t.center),t.radius=.5*this.getSize(Mi).length()),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(yi[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),yi[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),yi[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),yi[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),yi[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),yi[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),yi[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),yi[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(yi)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const yi=[new $e,new $e,new $e,new $e,new $e,new $e,new $e,new $e],Mi=new $e,bi=new _i,Si=new $e,wi=new $e,Ti=new $e,Ai=new $e,Ei=new $e,Ci=new $e,Li=new $e,Ri=new $e,Pi=new $e,Ii=new $e;function Di(t,e,i,n,r){for(let s=0,a=t.length-3;s<=a;s+=3){Ii.fromArray(t,s);const a=r.x*Math.abs(Ii.x)+r.y*Math.abs(Ii.y)+r.z*Math.abs(Ii.z),o=e.dot(Ii),l=i.dot(Ii),c=n.dot(Ii);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const Ni=new _i,Oi=new $e,zi=new $e;class Ui{constructor(t=new $e,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const i=this.center;void 0!==e?i.copy(e):Ni.setFromPoints(t).getCenter(i);let n=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){if(this.isEmpty())return this.center.copy(t),this.radius=0,this;Oi.subVectors(t,this.center);const e=Oi.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),i=.5*(t-this.radius);this.center.addScaledVector(Oi,i/t),this.radius+=i}return this}union(t){return t.isEmpty()?this:this.isEmpty()?(this.copy(t),this):(!0===this.center.equals(t.center)?this.radius=Math.max(this.radius,t.radius):(zi.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(Oi.copy(t.center).add(zi)),this.expandByPoint(Oi.copy(t.center).sub(zi))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Bi=new $e,Fi=new $e,ki=new $e,Gi=new $e,Vi=new $e,Hi=new $e,Wi=new $e;class ji{constructor(t=new $e,e=new $e(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.origin).addScaledVector(this.direction,t)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Bi)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const i=e.dot(this.direction);return i<0?e.copy(this.origin):e.copy(this.origin).addScaledVector(this.direction,i)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Bi.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Bi.copy(this.origin).addScaledVector(this.direction,e),Bi.distanceToSquared(t))}distanceSqToSegment(t,e,i,n){Fi.copy(t).add(e).multiplyScalar(.5),ki.copy(e).sub(t).normalize(),Gi.copy(this.origin).sub(Fi);const r=.5*t.distanceTo(e),s=-this.direction.dot(ki),a=Gi.dot(this.direction),o=-Gi.dot(ki),l=Gi.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return i&&i.copy(this.origin).addScaledVector(this.direction,h),n&&n.copy(Fi).addScaledVector(ki,u),d}intersectSphere(t,e){Bi.subVectors(t.center,this.origin);const i=Bi.dot(this.direction),n=Bi.dot(Bi)-i*i,r=t.radius*t.radius;if(n>r)return null;const s=Math.sqrt(r-n),a=i-s,o=i+s;return o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const i=-(this.origin.dot(t.normal)+t.constant)/e;return i>=0?i:null}intersectPlane(t,e){const i=this.distanceToPlane(t);return null===i?null:this.at(i,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let i,n,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(i=(t.min.x-u.x)*l,n=(t.max.x-u.x)*l):(i=(t.max.x-u.x)*l,n=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),i>s||r>n?null:((r>i||isNaN(i))&&(i=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),i>o||a>n?null:((a>i||i!=i)&&(i=a),(o=0?i:n,e)))}intersectsBox(t){return null!==this.intersectBox(t,Bi)}intersectTriangle(t,e,i,n,r){Vi.subVectors(e,t),Hi.subVectors(i,t),Wi.crossVectors(Vi,Hi);let s,a=this.direction.dot(Wi);if(a>0){if(n)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}Gi.subVectors(this.origin,t);const o=s*this.direction.dot(Hi.crossVectors(Gi,Hi));if(o<0)return null;const l=s*this.direction.dot(Vi.cross(Gi));if(l<0)return null;if(o+l>a)return null;const c=-s*Gi.dot(Wi);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class qi{constructor(){qi.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}set(t,e,i,n,r,s,a,o,l,c,h,u,d,p,m,f){const g=this.elements;return g[0]=t,g[4]=e,g[8]=i,g[12]=n,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=m,g[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new qi).fromArray(this.elements)}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],e[9]=i[9],e[10]=i[10],e[11]=i[11],e[12]=i[12],e[13]=i[13],e[14]=i[14],e[15]=i[15],this}copyPosition(t){const e=this.elements,i=t.elements;return e[12]=i[12],e[13]=i[13],e[14]=i[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,i){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(t,e,i){return this.set(t.x,e.x,i.x,0,t.y,e.y,i.y,0,t.z,e.z,i.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,i=t.elements,n=1/Xi.setFromMatrixColumn(t,0).length(),r=1/Xi.setFromMatrixColumn(t,1).length(),s=1/Xi.setFromMatrixColumn(t,2).length();return e[0]=i[0]*n,e[1]=i[1]*n,e[2]=i[2]*n,e[3]=0,e[4]=i[4]*r,e[5]=i[5]*r,e[6]=i[6]*r,e[7]=0,e[8]=i[8]*s,e[9]=i[9]*s,e[10]=i[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,i=t.x,n=t.y,r=t.z,s=Math.cos(i),a=Math.sin(i),o=Math.cos(n),l=Math.sin(n),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=i+n*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=n+i*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t+r*a,e[4]=n*a-i,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=i*a-n,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=n+i*a,e[1]=i+n*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=n*l-i,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=i*l-n,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=n*h+i,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=i*h+n,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=i*h-n,e[2]=n*h-i,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(Zi,t,Ji)}lookAt(t,e,i){const n=this.elements;return Qi.subVectors(t,e),0===Qi.lengthSq()&&(Qi.z=1),Qi.normalize(),Ki.crossVectors(i,Qi),0===Ki.lengthSq()&&(1===Math.abs(i.z)?Qi.x+=1e-4:Qi.z+=1e-4,Qi.normalize(),Ki.crossVectors(i,Qi)),Ki.normalize(),$i.crossVectors(Qi,Ki),n[0]=Ki.x,n[4]=$i.x,n[8]=Qi.x,n[1]=Ki.y,n[5]=$i.y,n[9]=Qi.y,n[2]=Ki.z,n[6]=$i.z,n[10]=Qi.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[4],o=i[8],l=i[12],c=i[1],h=i[5],u=i[9],d=i[13],p=i[2],m=i[6],f=i[10],g=i[14],v=i[3],x=i[7],_=i[11],y=i[15],M=n[0],b=n[4],S=n[8],w=n[12],T=n[1],A=n[5],E=n[9],C=n[13],L=n[2],R=n[6],P=n[10],I=n[14],D=n[3],N=n[7],O=n[11],z=n[15];return r[0]=s*M+a*T+o*L+l*D,r[4]=s*b+a*A+o*R+l*N,r[8]=s*S+a*E+o*P+l*O,r[12]=s*w+a*C+o*I+l*z,r[1]=c*M+h*T+u*L+d*D,r[5]=c*b+h*A+u*R+d*N,r[9]=c*S+h*E+u*P+d*O,r[13]=c*w+h*C+u*I+d*z,r[2]=p*M+m*T+f*L+g*D,r[6]=p*b+m*A+f*R+g*N,r[10]=p*S+m*E+f*P+g*O,r[14]=p*w+m*C+f*I+g*z,r[3]=v*M+x*T+_*L+y*D,r[7]=v*b+x*A+_*R+y*N,r[11]=v*S+x*E+_*P+y*O,r[15]=v*w+x*C+_*I+y*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[4],n=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-n*l*h-r*a*u+i*l*u+n*a*d-i*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-n*s*d+n*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+i*s*d+r*a*c-i*l*c)+t[15]*(-n*a*c-e*o*h+e*a*u+n*s*h-i*s*u+i*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,i){const n=this.elements;return t.isVector3?(n[12]=t.x,n[13]=t.y,n[14]=t.z):(n[12]=t,n[13]=e,n[14]=i),this}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],g=t[15],v=h*f*l-m*u*l+m*o*d-a*f*d-h*o*g+a*u*g,x=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,_=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,y=p*h*o-c*m*o-p*a*u+s*m*u+c*a*f-s*h*f,M=e*v+i*x+n*_+r*y;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/M;return t[0]=v*b,t[1]=(m*u*r-h*f*r-m*n*d+i*f*d+h*n*g-i*u*g)*b,t[2]=(a*f*r-m*o*r+m*n*l-i*f*l-a*n*g+i*o*g)*b,t[3]=(h*o*r-a*u*r-h*n*l+i*u*l+a*n*d-i*o*d)*b,t[4]=x*b,t[5]=(c*f*r-p*u*r+p*n*d-e*f*d-c*n*g+e*u*g)*b,t[6]=(p*o*r-s*f*r-p*n*l+e*f*l+s*n*g-e*o*g)*b,t[7]=(s*u*r-c*o*r+c*n*l-e*u*l-s*n*d+e*o*d)*b,t[8]=_*b,t[9]=(p*h*r-c*m*r-p*i*d+e*m*d+c*i*g-e*h*g)*b,t[10]=(s*m*r-p*a*r+p*i*l-e*m*l-s*i*g+e*a*g)*b,t[11]=(c*a*r-s*h*r-c*i*l+e*h*l+s*i*d-e*a*d)*b,t[12]=y*b,t[13]=(c*m*n-p*h*n+p*i*u-e*m*u-c*i*f+e*h*f)*b,t[14]=(p*a*n-s*m*n-p*i*o+e*m*o+s*i*f-e*a*f)*b,t[15]=(s*h*n-c*a*n+c*i*o-e*h*o-s*i*u+e*a*u)*b,this}scale(t){const e=this.elements,i=t.x,n=t.y,r=t.z;return e[0]*=i,e[4]*=n,e[8]*=r,e[1]*=i,e[5]*=n,e[9]*=r,e[2]*=i,e[6]*=n,e[10]*=r,e[3]*=i,e[7]*=n,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],i=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],n=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,i,n))}makeTranslation(t,e,i){return this.set(1,0,0,t,0,1,0,e,0,0,1,i,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),i=Math.sin(t);return this.set(1,0,0,0,0,e,-i,0,0,i,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,0,i,0,0,1,0,0,-i,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,0,i,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const i=Math.cos(e),n=Math.sin(e),r=1-i,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+i,l*a-n*o,l*o+n*a,0,l*a+n*o,c*a+i,c*o-n*s,0,l*o-n*a,c*o+n*s,r*o*o+i,0,0,0,0,1),this}makeScale(t,e,i){return this.set(t,0,0,0,0,e,0,0,0,0,i,0,0,0,0,1),this}makeShear(t,e,i,n,r,s){return this.set(1,i,r,0,t,1,s,0,e,n,1,0,0,0,0,1),this}compose(t,e,i){const n=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,m=s*c,f=s*h,g=a*h,v=o*l,x=o*c,_=o*h,y=i.x,M=i.y,b=i.z;return n[0]=(1-(m+g))*y,n[1]=(d+_)*y,n[2]=(p-x)*y,n[3]=0,n[4]=(d-_)*M,n[5]=(1-(u+g))*M,n[6]=(f+v)*M,n[7]=0,n[8]=(p+x)*b,n[9]=(f-v)*b,n[10]=(1-(u+m))*b,n[11]=0,n[12]=t.x,n[13]=t.y,n[14]=t.z,n[15]=1,this}decompose(t,e,i){const n=this.elements;let r=Xi.set(n[0],n[1],n[2]).length();const s=Xi.set(n[4],n[5],n[6]).length(),a=Xi.set(n[8],n[9],n[10]).length();this.determinant()<0&&(r=-r),t.x=n[12],t.y=n[13],t.z=n[14],Yi.copy(this);const o=1/r,l=1/s,c=1/a;return Yi.elements[0]*=o,Yi.elements[1]*=o,Yi.elements[2]*=o,Yi.elements[4]*=l,Yi.elements[5]*=l,Yi.elements[6]*=l,Yi.elements[8]*=c,Yi.elements[9]*=c,Yi.elements[10]*=c,e.setFromRotationMatrix(Yi),i.x=r,i.y=s,i.z=a,this}makePerspective(t,e,i,n,r,s){const a=this.elements,o=2*r/(e-t),l=2*r/(i-n),c=(e+t)/(e-t),h=(i+n)/(i-n),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,i,n,r,s){const a=this.elements,o=1/(e-t),l=1/(i-n),c=1/(s-r),h=(e+t)*o,u=(i+n)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<16;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<16;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t[e+9]=i[9],t[e+10]=i[10],t[e+11]=i[11],t[e+12]=i[12],t[e+13]=i[13],t[e+14]=i[14],t[e+15]=i[15],t}}const Xi=new $e,Yi=new qi,Zi=new $e(0,0,0),Ji=new $e(1,1,1),Ki=new $e,$i=new $e,Qi=new $e,tn=new qi,en=new Ke;class nn{constructor(t=0,e=0,i=0,n=nn.DEFAULT_ORDER){this.isEuler=!0,this._x=t,this._y=e,this._z=i,this._order=n}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,i,n=this._order){return this._x=t,this._y=e,this._z=i,this._order=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,i=!0){const n=t.elements,r=n[0],s=n[4],a=n[8],o=n[1],l=n[5],c=n[9],h=n[2],u=n[6],d=n[10];switch(e){case"XYZ":this._y=Math.asin(Oe(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-Oe(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(Oe(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-Oe(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(Oe(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-Oe(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===i&&this._onChangeCallback(),this}setFromQuaternion(t,e,i){return tn.makeRotationFromQuaternion(t),this.setFromRotationMatrix(tn,e,i)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return en.setFromEuler(this),this.setFromQuaternion(en,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}nn.DEFAULT_ORDER="XYZ";class rn{constructor(){this.mask=1}set(t){this.mask=(1<>>0}enable(t){this.mask|=1<1){for(let t=0;t1){for(let t=0;t0&&(i=i.concat(r))}return i}getWorldPosition(t){return this.updateWorldMatrix(!0,!1),t.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(hn,t,un),t}getWorldScale(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(hn,dn,t),t}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()}raycast(){}traverse(t){t(this);const e=this.children;for(let i=0,n=e.length;i0&&(n.userData=this.userData),n.layers=this.layers.mask,n.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(n.matrixAutoUpdate=!1),this.isInstancedMesh&&(n.type="InstancedMesh",n.count=this.count,n.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(n.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?n.background=this.background.toJSON():this.background.isTexture&&(n.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(n.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){n.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const i=e.shapes;if(Array.isArray(i))for(let e=0,n=i.length;e0){n.children=[];for(let e=0;e0){n.animations=[];for(let e=0;e0&&(i.geometries=e),n.length>0&&(i.materials=n),r.length>0&&(i.textures=r),a.length>0&&(i.images=a),o.length>0&&(i.shapes=o),l.length>0&&(i.skeletons=l),c.length>0&&(i.animations=c),h.length>0&&(i.nodes=h)}return i.object=n,i;function s(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?n.multiplyScalar(1/Math.sqrt(r)):n.set(0,0,0)}static getBarycoord(t,e,i,n,r){_n.subVectors(n,e),yn.subVectors(i,e),Mn.subVectors(t,e);const s=_n.dot(_n),a=_n.dot(yn),o=_n.dot(Mn),l=yn.dot(yn),c=yn.dot(Mn),h=s*l-a*a;if(0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,i,n){return this.getBarycoord(t,e,i,n,bn),bn.x>=0&&bn.y>=0&&bn.x+bn.y<=1}static getUV(t,e,i,n,r,s,a,o){return this.getBarycoord(t,e,i,n,bn),o.set(0,0),o.addScaledVector(r,bn.x),o.addScaledVector(s,bn.y),o.addScaledVector(a,bn.z),o}static isFrontFacing(t,e,i,n){return _n.subVectors(i,e),yn.subVectors(t,e),_n.cross(yn).dot(n)<0}set(t,e,i){return this.a.copy(t),this.b.copy(e),this.c.copy(i),this}setFromPointsAndIndices(t,e,i,n){return this.a.copy(t[e]),this.b.copy(t[i]),this.c.copy(t[n]),this}setFromAttributeAndIndices(t,e,i,n){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,i),this.c.fromBufferAttribute(t,n),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return _n.subVectors(this.c,this.b),yn.subVectors(this.a,this.b),.5*_n.cross(yn).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return Ln.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return Ln.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,i,n,r){return Ln.getUV(t,this.a,this.b,this.c,e,i,n,r)}containsPoint(t){return Ln.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return Ln.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const i=this.a,n=this.b,r=this.c;let s,a;Sn.subVectors(n,i),wn.subVectors(r,i),An.subVectors(t,i);const o=Sn.dot(An),l=wn.dot(An);if(o<=0&&l<=0)return e.copy(i);En.subVectors(t,n);const c=Sn.dot(En),h=wn.dot(En);if(c>=0&&h<=c)return e.copy(n);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(i).addScaledVector(Sn,s);Cn.subVectors(t,r);const d=Sn.dot(Cn),p=wn.dot(Cn);if(p>=0&&d<=p)return e.copy(r);const m=d*l-o*p;if(m<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(i).addScaledVector(wn,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return Tn.subVectors(r,n),a=(h-c)/(h-c+(d-p)),e.copy(n).addScaledVector(Tn,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(i).addScaledVector(Sn,s).addScaledVector(wn,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let Rn=0;class Pn extends Le{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:Rn++}),this.uuid=Ne(),this.name="",this.type="Material",this.blending=d,this.side=l,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=A,this.blendDst=E,this.blendEquation=v,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=z,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=Te,this.stencilZFail=Te,this.stencilZPass=Te,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.forceSinglePass=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(t){this._alphaTest>0!=t>0&&this.version++,this._alphaTest=t}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const i=t[e];if(void 0===i){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}const n=this[e];void 0!==n?n&&n.isColor?n.set(i):n&&n.isVector3&&i&&i.isVector3?n.copy(i):this[e]=i:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const i={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function n(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}if(i.uuid=this.uuid,i.type=this.type,""!==this.name&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),void 0!==this.roughness&&(i.roughness=this.roughness),void 0!==this.metalness&&(i.metalness=this.metalness),void 0!==this.sheen&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(i.shininess=this.shininess),void 0!==this.clearcoat&&(i.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(i.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(i.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(t).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(t).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(t).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(t).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(t).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(i.combine=this.combine)),void 0!==this.envMapIntensity&&(i.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(i.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(i.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(i.size=this.size),null!==this.shadowSide&&(i.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(i.sizeAttenuation=this.sizeAttenuation),this.blending!==d&&(i.blending=this.blending),this.side!==l&&(i.side=this.side),this.vertexColors&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),!0===this.transparent&&(i.transparent=this.transparent),i.depthFunc=this.depthFunc,i.depthTest=this.depthTest,i.depthWrite=this.depthWrite,i.colorWrite=this.colorWrite,i.stencilWrite=this.stencilWrite,i.stencilWriteMask=this.stencilWriteMask,i.stencilFunc=this.stencilFunc,i.stencilRef=this.stencilRef,i.stencilFuncMask=this.stencilFuncMask,i.stencilFail=this.stencilFail,i.stencilZFail=this.stencilZFail,i.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(i.rotation=this.rotation),!0===this.polygonOffset&&(i.polygonOffset=!0),0!==this.polygonOffsetFactor&&(i.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(i.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(i.linewidth=this.linewidth),void 0!==this.dashSize&&(i.dashSize=this.dashSize),void 0!==this.gapSize&&(i.gapSize=this.gapSize),void 0!==this.scale&&(i.scale=this.scale),!0===this.dithering&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(i.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(i.premultipliedAlpha=this.premultipliedAlpha),!0===this.forceSinglePass&&(i.forceSinglePass=this.forceSinglePass),!0===this.wireframe&&(i.wireframe=this.wireframe),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(i.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(i.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(i.flatShading=this.flatShading),!1===this.visible&&(i.visible=!1),!1===this.toneMapped&&(i.toneMapped=!1),!1===this.fog&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData),e){const e=n(t.textures),r=n(t.images);e.length>0&&(i.textures=e),r.length>0&&(i.images=r)}return i}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let i=null;if(null!==e){const t=e.length;i=new Array(t);for(let n=0;n!==t;++n)i[n]=e[n].clone()}return this.clippingPlanes=i,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.forceSinglePass=t.forceSinglePass,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}const In={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Dn={h:0,s:0,l:0},Nn={h:0,s:0,l:0};function On(t,e,i){return i<0&&(i+=1),i>1&&(i-=1),i<1/6?t+6*(e-t)*i:i<.5?e:i<2/3?t+6*(e-t)*(2/3-i):t}class zn{constructor(t,e,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===e&&void 0===i?this.set(t):this.setRGB(t,e,i)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=be){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,li.toWorkingColorSpace(this,e),this}setRGB(t,e,i,n=li.workingColorSpace){return this.r=t,this.g=e,this.b=i,li.toWorkingColorSpace(this,n),this}setHSL(t,e,i,n=li.workingColorSpace){if(t=ze(t,1),e=Oe(e,0,1),i=Oe(i,0,1),0===e)this.r=this.g=this.b=i;else{const n=i<=.5?i*(1+e):i+e-i*e,r=2*i-n;this.r=On(r,n,t+1/3),this.g=On(r,n,t),this.b=On(r,n,t-1/3)}return li.toWorkingColorSpace(this,n),this}setStyle(t,e=be){function i(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^(\w+)\(([^\)]*)\)/.exec(t)){let r;const s=n[1],a=n[2];switch(s){case"rgb":case"rgba":if(r=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return this.r=Math.min(255,parseInt(r[1],10))/255,this.g=Math.min(255,parseInt(r[2],10))/255,this.b=Math.min(255,parseInt(r[3],10))/255,li.toWorkingColorSpace(this,e),i(r[4]),this;if(r=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return this.r=Math.min(100,parseInt(r[1],10))/100,this.g=Math.min(100,parseInt(r[2],10))/100,this.b=Math.min(100,parseInt(r[3],10))/100,li.toWorkingColorSpace(this,e),i(r[4]),this;break;case"hsl":case"hsla":if(r=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a)){const t=parseFloat(r[1])/360,n=parseFloat(r[2])/100,s=parseFloat(r[3])/100;return i(r[4]),this.setHSL(t,n,s,e)}break;default:console.warn("THREE.Color: Unknown color model "+t)}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const i=n[1],r=i.length;if(3===r)return this.r=parseInt(i.charAt(0)+i.charAt(0),16)/255,this.g=parseInt(i.charAt(1)+i.charAt(1),16)/255,this.b=parseInt(i.charAt(2)+i.charAt(2),16)/255,li.toWorkingColorSpace(this,e),this;if(6===r)return this.r=parseInt(i.charAt(0)+i.charAt(1),16)/255,this.g=parseInt(i.charAt(2)+i.charAt(3),16)/255,this.b=parseInt(i.charAt(4)+i.charAt(5),16)/255,li.toWorkingColorSpace(this,e),this;console.warn("THREE.Color: Invalid hex color "+t)}else if(t&&t.length>0)return this.setColorName(t,e);return this}setColorName(t,e=be){const i=In[t.toLowerCase()];return void 0!==i?this.setHex(i,e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copySRGBToLinear(t){return this.r=ei(t.r),this.g=ei(t.g),this.b=ei(t.b),this}copyLinearToSRGB(t){return this.r=ii(t.r),this.g=ii(t.g),this.b=ii(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=be){return li.fromWorkingColorSpace(Un.copy(this),t),Oe(255*Un.r,0,255)<<16^Oe(255*Un.g,0,255)<<8^Oe(255*Un.b,0,255)<<0}getHexString(t=be){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=li.workingColorSpace){li.fromWorkingColorSpace(Un.copy(this),e);const i=Un.r,n=Un.g,r=Un.b,s=Math.max(i,n,r),a=Math.min(i,n,r);let o,l;const c=(a+s)/2;if(a===s)o=0,l=0;else{const t=s-a;switch(l=c<=.5?t/(s+a):t/(2-s-a),s){case i:o=(n-r)/t+(n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const i in e)void 0!==e[i]&&(t[i]=e[i]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const i=this.attributes;for(const e in i){const n=i[e];t.data.attributes[e]=n.toJSON(t.data)}const n={};let r=!1;for(const e in this.morphAttributes){const i=this.morphAttributes[e],s=[];for(let e=0,n=i.length;e0&&(n[e]=s,r=!0)}r&&(t.data.morphAttributes=n,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const i=t.index;null!==i&&this.setIndex(i.clone(e));const n=t.attributes;for(const t in n){const i=n[t];this.setAttribute(t,i.clone(e))}const r=t.morphAttributes;for(const t in r){const i=[],n=r[t];for(let t=0,r=n.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t(t.far-t.near)**2)return}if(Qn.copy(r).invert(),tr.copy(t.ray).applyMatrix4(Qn),null!==i.boundingBox&&!1===tr.intersectsBox(i.boundingBox))return;let s;const a=i.index,o=i.attributes.position,l=i.attributes.uv,c=i.attributes.uv2,h=i.groups,u=i.drawRange;if(null!==a)if(Array.isArray(n))for(let i=0,r=h.length;ii.far?null:{distance:u,point:dr.clone(),object:t}}(t,e,i,n,nr,rr,sr,ur);if(u){r&&(lr.fromBufferAttribute(r,a),cr.fromBufferAttribute(r,o),hr.fromBufferAttribute(r,h),u.uv=Ln.getUV(ur,nr,rr,sr,lr,cr,hr,new We)),s&&(lr.fromBufferAttribute(s,a),cr.fromBufferAttribute(s,o),hr.fromBufferAttribute(s,h),u.uv2=Ln.getUV(ur,nr,rr,sr,lr,cr,hr,new We));const t={a:a,b:o,c:h,normal:new $e,materialIndex:0};Ln.getNormal(nr,rr,sr,t.normal),u.face=t}return u}class fr extends $n{constructor(t=1,e=1,i=1,n=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:i,widthSegments:n,heightSegments:r,depthSegments:s};const a=this;n=Math.floor(n),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,i,n,r,s,p,m,f,g,v){const x=s/f,_=p/g,y=s/2,M=p/2,b=m/2,S=f+1,w=g+1;let T=0,A=0;const E=new $e;for(let s=0;s0?1:-1,c.push(E.x,E.y,E.z),h.push(o/f),h.push(1-s/g),T+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const i={};for(const t in this.extensions)!0===this.extensions[t]&&(i[t]=!0);return Object.keys(i).length>0&&(e.extensions=i),e}}class Mr extends xn{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new qi,this.projectionMatrix=new qi,this.projectionMatrixInverse=new qi}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class br extends Mr{constructor(t=50,e=1,i=.1,n=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=i,this.far=n,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*De*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*Ie*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*De*Math.atan(Math.tan(.5*Ie*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,i,n,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*Ie*this.fov)/this.zoom,i=2*e,n=this.aspect*i,r=-.5*n;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*n/t,e-=s.offsetY*i/a,n*=s.width/t,i*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+n,e,e-i,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}const Sr=-90;class wr extends xn{constructor(t,e,i){super(),this.type="CubeCamera",this.renderTarget=i;const n=new br(Sr,1,t,e);n.layers=this.layers,n.up.set(0,1,0),n.lookAt(1,0,0),this.add(n);const r=new br(Sr,1,t,e);r.layers=this.layers,r.up.set(0,1,0),r.lookAt(-1,0,0),this.add(r);const s=new br(Sr,1,t,e);s.layers=this.layers,s.up.set(0,0,-1),s.lookAt(0,1,0),this.add(s);const a=new br(Sr,1,t,e);a.layers=this.layers,a.up.set(0,0,1),a.lookAt(0,-1,0),this.add(a);const o=new br(Sr,1,t,e);o.layers=this.layers,o.up.set(0,1,0),o.lookAt(0,0,1),this.add(o);const l=new br(Sr,1,t,e);l.layers=this.layers,l.up.set(0,1,0),l.lookAt(0,0,-1),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const i=this.renderTarget,[n,r,s,a,o,l]=this.children,c=t.getRenderTarget(),h=t.toneMapping,u=t.xr.enabled;t.toneMapping=W,t.xr.enabled=!1;const d=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,t.setRenderTarget(i,0),t.render(e,n),t.setRenderTarget(i,1),t.render(e,r),t.setRenderTarget(i,2),t.render(e,s),t.setRenderTarget(i,3),t.render(e,a),t.setRenderTarget(i,4),t.render(e,o),i.texture.generateMipmaps=d,t.setRenderTarget(i,5),t.render(e,l),t.setRenderTarget(c),t.toneMapping=h,t.xr.enabled=u,i.texture.needsPMREMUpdate=!0}}class Tr extends mi{constructor(t,e,i,n,r,s,a,o,l,c){super(t=void 0!==t?t:[],e=void 0!==e?e:K,i,n,r,s,a,o,l,c),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class Ar extends gi{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const i={width:t,height:t,depth:1},n=[i,i,i,i,i,i];this.texture=new Tr(n,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:lt}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},n=new fr(5,5,5),r=new yr({name:"CubemapFromEquirect",uniforms:gr(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:c,blending:u});r.uniforms.tEquirect.value=e;const s=new pr(n,r),a=e.minFilter;e.minFilter===ht&&(e.minFilter=lt);return new wr(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,i,n){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,i,n);t.setRenderTarget(r)}}const Er=new $e,Cr=new $e,Lr=new je;class Rr{constructor(t=new $e(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,i,n){return this.normal.set(t,e,i),this.constant=n,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,i){const n=Er.subVectors(i,e).cross(Cr.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(n,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(t).addScaledVector(this.normal,-this.distanceToPoint(t))}intersectLine(t,e){const i=t.delta(Er),n=this.normal.dot(i);if(0===n)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/n;return r<0||r>1?null:e.copy(t.start).addScaledVector(i,r)}intersectsLine(t){const e=this.distanceToPoint(t.start),i=this.distanceToPoint(t.end);return e<0&&i>0||i<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const i=e||Lr.getNormalMatrix(t),n=this.coplanarPoint(Er).applyMatrix4(t),r=this.normal.applyMatrix3(i).normalize();return this.constant=-n.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const Pr=new Ui,Ir=new $e;class Dr{constructor(t=new Rr,e=new Rr,i=new Rr,n=new Rr,r=new Rr,s=new Rr){this.planes=[t,e,i,n,r,s]}set(t,e,i,n,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(i),a[3].copy(n),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let i=0;i<6;i++)e[i].copy(t.planes[i]);return this}setFromProjectionMatrix(t){const e=this.planes,i=t.elements,n=i[0],r=i[1],s=i[2],a=i[3],o=i[4],l=i[5],c=i[6],h=i[7],u=i[8],d=i[9],p=i[10],m=i[11],f=i[12],g=i[13],v=i[14],x=i[15];return e[0].setComponents(a-n,h-o,m-u,x-f).normalize(),e[1].setComponents(a+n,h+o,m+u,x+f).normalize(),e[2].setComponents(a+r,h+l,m+d,x+g).normalize(),e[3].setComponents(a-r,h-l,m-d,x-g).normalize(),e[4].setComponents(a-s,h-c,m-p,x-v).normalize(),e[5].setComponents(a+s,h+c,m+p,x+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),Pr.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(Pr)}intersectsSprite(t){return Pr.center.set(0,0,0),Pr.radius=.7071067811865476,Pr.applyMatrix4(t.matrixWorld),this.intersectsSphere(Pr)}intersectsSphere(t){const e=this.planes,i=t.center,n=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(i)0?t.max.x:t.min.x,Ir.y=n.normal.y>0?t.max.y:t.min.y,Ir.z=n.normal.z>0?t.max.z:t.min.z,n.distanceToPoint(Ir)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let i=0;i<6;i++)if(e[i].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function Nr(){let t=null,e=!1,i=null,n=null;function r(e,s){i(e,s),n=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==i&&(n=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(t){i=t},setContext:function(e){t=e}}}function Or(t,e){const i=e.isWebGL2,n=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),n.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const i=n.get(e);i&&(t.deleteBuffer(i.buffer),n.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=n.get(e);return void((!t||t.version 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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\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 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 USE_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}\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 luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\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}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif",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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",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 vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",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",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",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",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",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",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",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\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",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",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",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}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",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;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",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",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",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",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",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, vec2 fullSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\t\n\t\tvec2 lodFudge = pow( 1.95, lod ) / fullSize;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec2 fullSize = vec2( textureSize( sampler, 0 ) );\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), fullSize, floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), fullSize, ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",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",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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",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}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_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}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",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}",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 = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}",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 \n#include \nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",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}",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 \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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\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}",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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \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\t#include \n\t#include \n}",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 \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\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#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}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"},Br={common:{diffuse:{value:new zn(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new je},uv2Transform:{value:new je},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new We(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new zn(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new zn(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new je}},sprite:{diffuse:{value:new zn(16777215)},opacity:{value:1},center:{value:new We(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new je}}},Fr={basic:{uniforms:vr([Br.common,Br.specularmap,Br.envmap,Br.aomap,Br.lightmap,Br.fog]),vertexShader:Ur.meshbasic_vert,fragmentShader:Ur.meshbasic_frag},lambert:{uniforms:vr([Br.common,Br.specularmap,Br.envmap,Br.aomap,Br.lightmap,Br.emissivemap,Br.bumpmap,Br.normalmap,Br.displacementmap,Br.fog,Br.lights,{emissive:{value:new zn(0)}}]),vertexShader:Ur.meshlambert_vert,fragmentShader:Ur.meshlambert_frag},phong:{uniforms:vr([Br.common,Br.specularmap,Br.envmap,Br.aomap,Br.lightmap,Br.emissivemap,Br.bumpmap,Br.normalmap,Br.displacementmap,Br.fog,Br.lights,{emissive:{value:new zn(0)},specular:{value:new zn(1118481)},shininess:{value:30}}]),vertexShader:Ur.meshphong_vert,fragmentShader:Ur.meshphong_frag},standard:{uniforms:vr([Br.common,Br.envmap,Br.aomap,Br.lightmap,Br.emissivemap,Br.bumpmap,Br.normalmap,Br.displacementmap,Br.roughnessmap,Br.metalnessmap,Br.fog,Br.lights,{emissive:{value:new zn(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Ur.meshphysical_vert,fragmentShader:Ur.meshphysical_frag},toon:{uniforms:vr([Br.common,Br.aomap,Br.lightmap,Br.emissivemap,Br.bumpmap,Br.normalmap,Br.displacementmap,Br.gradientmap,Br.fog,Br.lights,{emissive:{value:new zn(0)}}]),vertexShader:Ur.meshtoon_vert,fragmentShader:Ur.meshtoon_frag},matcap:{uniforms:vr([Br.common,Br.bumpmap,Br.normalmap,Br.displacementmap,Br.fog,{matcap:{value:null}}]),vertexShader:Ur.meshmatcap_vert,fragmentShader:Ur.meshmatcap_frag},points:{uniforms:vr([Br.points,Br.fog]),vertexShader:Ur.points_vert,fragmentShader:Ur.points_frag},dashed:{uniforms:vr([Br.common,Br.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ur.linedashed_vert,fragmentShader:Ur.linedashed_frag},depth:{uniforms:vr([Br.common,Br.displacementmap]),vertexShader:Ur.depth_vert,fragmentShader:Ur.depth_frag},normal:{uniforms:vr([Br.common,Br.bumpmap,Br.normalmap,Br.displacementmap,{opacity:{value:1}}]),vertexShader:Ur.meshnormal_vert,fragmentShader:Ur.meshnormal_frag},sprite:{uniforms:vr([Br.sprite,Br.fog]),vertexShader:Ur.sprite_vert,fragmentShader:Ur.sprite_frag},background:{uniforms:{uvTransform:{value:new je},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:Ur.background_vert,fragmentShader:Ur.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:Ur.backgroundCube_vert,fragmentShader:Ur.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:Ur.cube_vert,fragmentShader:Ur.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ur.equirect_vert,fragmentShader:Ur.equirect_frag},distanceRGBA:{uniforms:vr([Br.common,Br.displacementmap,{referencePosition:{value:new $e},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ur.distanceRGBA_vert,fragmentShader:Ur.distanceRGBA_frag},shadow:{uniforms:vr([Br.lights,Br.fog,{color:{value:new zn(0)},opacity:{value:1}}]),vertexShader:Ur.shadow_vert,fragmentShader:Ur.shadow_frag}};Fr.physical={uniforms:vr([Fr.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new We(1,1)},clearcoatNormalMap:{value:null},iridescence:{value:0},iridescenceMap:{value:null},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},sheen:{value:0},sheenColor:{value:new zn(0)},sheenColorMap:{value:null},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new We},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new zn(0)},specularIntensity:{value:1},specularIntensityMap:{value:null},specularColor:{value:new zn(1,1,1)},specularColorMap:{value:null}}]),vertexShader:Ur.meshphysical_vert,fragmentShader:Ur.meshphysical_frag};const kr={r:0,b:0,g:0};function Gr(t,e,i,n,r,s,a){const o=new zn(0);let h,u,d=!0===s?0:1,p=null,m=0,f=null;function g(e,i){e.getRGB(kr,xr(t)),n.buffers.color.setClear(kr.r,kr.g,kr.b,i,a)}return{getClearColor:function(){return o},setClearColor:function(t,e=1){o.set(t),d=e,g(o,d)},getClearAlpha:function(){return d},setClearAlpha:function(t){d=t,g(o,d)},render:function(n,s){let a=!1,v=!0===s.isScene?s.background:null;if(v&&v.isTexture){v=(s.backgroundBlurriness>0?i:e).get(v)}const x=t.xr,_=x.getSession&&x.getSession();_&&"additive"===_.environmentBlendMode&&(v=null),null===v?g(o,d):v&&v.isColor&&(g(v,1),a=!0),(t.autoClear||a)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),v&&(v.isCubeTexture||v.mapping===et)?(void 0===u&&(u=new pr(new fr(1,1,1),new yr({name:"BackgroundCubeMaterial",uniforms:gr(Fr.backgroundCube.uniforms),vertexShader:Fr.backgroundCube.vertexShader,fragmentShader:Fr.backgroundCube.fragmentShader,side:c,depthTest:!1,depthWrite:!1,fog:!1})),u.geometry.deleteAttribute("normal"),u.geometry.deleteAttribute("uv"),u.onBeforeRender=function(t,e,i){this.matrixWorld.copyPosition(i.matrixWorld)},Object.defineProperty(u.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),r.update(u)),u.material.uniforms.envMap.value=v,u.material.uniforms.flipEnvMap.value=v.isCubeTexture&&!1===v.isRenderTargetTexture?-1:1,u.material.uniforms.backgroundBlurriness.value=s.backgroundBlurriness,u.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,u.material.toneMapped=v.encoding!==xe,p===v&&m===v.version&&f===t.toneMapping||(u.material.needsUpdate=!0,p=v,m=v.version,f=t.toneMapping),u.layers.enableAll(),n.unshift(u,u.geometry,u.material,0,0,null)):v&&v.isTexture&&(void 0===h&&(h=new pr(new zr(2,2),new yr({name:"BackgroundMaterial",uniforms:gr(Fr.background.uniforms),vertexShader:Fr.background.vertexShader,fragmentShader:Fr.background.fragmentShader,side:l,depthTest:!1,depthWrite:!1,fog:!1})),h.geometry.deleteAttribute("normal"),Object.defineProperty(h.material,"map",{get:function(){return this.uniforms.t2D.value}}),r.update(h)),h.material.uniforms.t2D.value=v,h.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,h.material.toneMapped=v.encoding!==xe,!0===v.matrixAutoUpdate&&v.updateMatrix(),h.material.uniforms.uvTransform.value.copy(v.matrix),p===v&&m===v.version&&f===t.toneMapping||(h.material.needsUpdate=!0,p=v,m=v.version,f=t.toneMapping),h.layers.enableAll(),n.unshift(h,h.geometry,h.material,0,0,null))}}}function Vr(t,e,i,n){const r=t.getParameter(34921),s=n.isWebGL2?null:e.get("OES_vertex_array_object"),a=n.isWebGL2||null!==s,o={},l=p(null);let c=l,h=!1;function u(e){return n.isWebGL2?t.bindVertexArray(e):s.bindVertexArrayOES(e)}function d(e){return n.isWebGL2?t.deleteVertexArray(e):s.deleteVertexArrayOES(e)}function p(t){const e=[],i=[],n=[];for(let t=0;t=0){const i=r[e];let n=s[e];if(void 0===n&&("instanceMatrix"===e&&t.instanceMatrix&&(n=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(n=t.instanceColor)),void 0===i)return!0;if(i.attribute!==n)return!0;if(n&&i.data!==n.data)return!0;a++}}return c.attributesNum!==a||c.index!==n}(r,_,d,y),M&&function(t,e,i,n){const r={},s=e.attributes;let a=0;const o=i.getAttributes();for(const e in o){if(o[e].location>=0){let i=s[e];void 0===i&&("instanceMatrix"===e&&t.instanceMatrix&&(i=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(i=t.instanceColor));const n={};n.attribute=i,i&&i.data&&(n.data=i.data),r[e]=n,a++}}c.attributes=r,c.attributesNum=a,c.index=n}(r,_,d,y)}else{const t=!0===l.wireframe;c.geometry===_.id&&c.program===d.id&&c.wireframe===t||(c.geometry=_.id,c.program=d.id,c.wireframe=t,M=!0)}null!==y&&i.update(y,34963),(M||h)&&(h=!1,function(r,s,a,o){if(!1===n.isWebGL2&&(r.isInstancedMesh||o.isInstancedBufferGeometry)&&null===e.get("ANGLE_instanced_arrays"))return;m();const l=o.attributes,c=a.getAttributes(),h=s.defaultAttributeValues;for(const e in c){const n=c[e];if(n.location>=0){let s=l[e];if(void 0===s&&("instanceMatrix"===e&&r.instanceMatrix&&(s=r.instanceMatrix),"instanceColor"===e&&r.instanceColor&&(s=r.instanceColor)),void 0!==s){const e=s.normalized,a=s.itemSize,l=i.get(s);if(void 0===l)continue;const c=l.buffer,h=l.type,u=l.bytesPerElement;if(s.isInterleavedBufferAttribute){const i=s.data,l=i.stride,d=s.offset;if(i.isInstancedInterleavedBuffer){for(let t=0;t0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}const s="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext;let a=void 0!==i.precision?i.precision:"highp";const o=r(a);o!==a&&(console.warn("THREE.WebGLRenderer:",a,"not supported, using",o,"instead."),a=o);const l=s||e.has("WEBGL_draw_buffers"),c=!0===i.logarithmicDepthBuffer,h=t.getParameter(34930),u=t.getParameter(35660),d=t.getParameter(3379),p=t.getParameter(34076),m=t.getParameter(34921),f=t.getParameter(36347),g=t.getParameter(36348),v=t.getParameter(36349),x=u>0,_=s||e.has("OES_texture_float");return{isWebGL2:s,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==n)return n;if(!0===e.has("EXT_texture_filter_anisotropic")){const i=e.get("EXT_texture_filter_anisotropic");n=t.getParameter(i.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else n=0;return n},getMaxPrecision:r,precision:a,logarithmicDepthBuffer:c,maxTextures:h,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:p,maxAttributes:m,maxVertexUniforms:f,maxVaryings:g,maxFragmentUniforms:v,vertexTextures:x,floatFragmentTextures:_,floatVertexTextures:x&&_,maxSamples:s?t.getParameter(36183):0}}function jr(t){const e=this;let i=null,n=0,r=!1,s=!1;const a=new Rr,o=new je,l={value:null,needsUpdate:!1};function c(t,i,n,r){const s=null!==t?t.length:0;let c=null;if(0!==s){if(c=l.value,!0!==r||null===c){const e=n+4*s,r=i.matrixWorldInverse;o.getNormalMatrix(r),(null===c||c.length0);e.numPlanes=n,e.numIntersection=0}();else{const t=s?0:n,e=4*t;let r=m.clippingState||null;l.value=r,r=c(u,o,e,h);for(let t=0;t!==e;++t)r[t]=i[t];m.clippingState=r,this.numIntersection=d?this.numPlanes:0,this.numPlanes+=t}}}function qr(t){let e=new WeakMap;function i(t,e){return e===Q?t.mapping=K:e===tt&&(t.mapping=$),t}function n(t){const i=t.target;i.removeEventListener("dispose",n);const r=e.get(i);void 0!==r&&(e.delete(i),r.dispose())}return{get:function(r){if(r&&r.isTexture&&!1===r.isRenderTargetTexture){const s=r.mapping;if(s===Q||s===tt){if(e.has(r)){return i(e.get(r).texture,r.mapping)}{const s=r.image;if(s&&s.height>0){const a=new Ar(s.height/2);return a.fromEquirectangularTexture(t,r),e.set(r,a),r.addEventListener("dispose",n),i(a.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}class Xr extends Mr{constructor(t=-1,e=1,i=1,n=-1,r=.1,s=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=i,this.bottom=n,this.near=r,this.far=s,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this}setViewOffset(t,e,i,n,r,s){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),i=(this.right+this.left)/2,n=(this.top+this.bottom)/2;let r=i-t,s=i+t,a=n+e,o=n-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX,s=r+t*this.view.width,a-=e*this.view.offsetY,o=a-e*this.view.height}this.projectionMatrix.makeOrthographic(r,s,a,o,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}}const Yr=4,Zr=[.125,.215,.35,.446,.526,.582],Jr=20,Kr=new Xr,$r=new zn;let Qr=null;const ts=(1+Math.sqrt(5))/2,es=1/ts,is=[new $e(1,1,1),new $e(-1,1,1),new $e(1,1,-1),new $e(-1,1,-1),new $e(0,ts,es),new $e(0,ts,-es),new $e(es,0,ts),new $e(-es,0,ts),new $e(ts,es,0),new $e(-ts,es,0)];class ns{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,i=.1,n=100){Qr=this._renderer.getRenderTarget(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,i,n,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t,e=null){return this._fromTexture(t,e)}fromCubemap(t,e=null){return this._fromTexture(t,e)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=os(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=as(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;tt-Yr?o=Zr[a-t+Yr-1]:0===a&&(o=0),n.push(o);const l=1/(s-2),c=-l,h=1+l,u=[c,c,h,c,h,h,c,c,h,h,c,h],d=6,p=6,m=3,f=2,g=1,v=new Float32Array(m*p*d),x=new Float32Array(f*p*d),_=new Float32Array(g*p*d);for(let t=0;t2?0:-1,n=[e,i,0,e+2/3,i,0,e+2/3,i+1,0,e,i,0,e+2/3,i+1,0,e,i+1,0];v.set(n,m*p*t),x.set(u,f*p*t);const r=[t,t,t,t,t,t];_.set(r,g*p*t)}const y=new $n;y.setAttribute("position",new Gn(v,m)),y.setAttribute("uv",new Gn(x,f)),y.setAttribute("faceIndex",new Gn(_,g)),e.push(y),r>Yr&&r--}return{lodPlanes:e,sizeLods:i,sigmas:n}}(n)),this._blurMaterial=function(t,e,i){const n=new Float32Array(Jr),r=new $e(0,1,0),s=new yr({name:"SphericalGaussianBlur",defines:{n:Jr,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/i,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:ls(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += 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r=0;r0,O=s.clearcoat>0,z=s.iridescence>0;return{isWebGL2:p,shaderID:T,shaderName:s.type,vertexShader:C,fragmentShader:L,defines:s.defines,customVertexShaderID:R,customFragmentShaderID:P,isRawShaderMaterial:!0===s.isRawShaderMaterial,glslVersion:s.glslVersion,precision:g,instancing:!0===_.isInstancedMesh,instancingColor:!0===_.isInstancedMesh&&null!==_.instanceColor,supportsVertexTextures:f,outputEncoding:null===D?t.outputEncoding:!0===D.isXRRenderTarget?D.texture.encoding:ve,map:!!s.map,matcap:!!s.matcap,envMap:!!S,envMapMode:S&&S.mapping,envMapCubeUVHeight:w,lightMap:!!s.lightMap,aoMap:!!s.aoMap,emissiveMap:!!s.emissiveMap,bumpMap:!!s.bumpMap,normalMap:!!s.normalMap,objectSpaceNormalMap:s.normalMapType===Me,tangentSpaceNormalMap:s.normalMapType===ye,decodeVideoTexture:!!s.map&&!0===s.map.isVideoTexture&&s.map.encoding===xe,clearcoat:O,clearcoatMap:O&&!!s.clearcoatMap,clearcoatRoughnessMap:O&&!!s.clearcoatRoughnessMap,clearcoatNormalMap:O&&!!s.clearcoatNormalMap,iridescence:z,iridescenceMap:z&&!!s.iridescenceMap,iridescenceThicknessMap:z&&!!s.iridescenceThicknessMap,displacementMap:!!s.displacementMap,roughnessMap:!!s.roughnessMap,metalnessMap:!!s.metalnessMap,specularMap:!!s.specularMap,specularIntensityMap:!!s.specularIntensityMap,specularColorMap:!!s.specularColorMap,opaque:!1===s.transparent&&s.blending===d,alphaMap:!!s.alphaMap,alphaTest:N,gradientMap:!!s.gradientMap,sheen:s.sheen>0,sheenColorMap:!!s.sheenColorMap,sheenRoughnessMap:!!s.sheenRoughnessMap,transmission:s.transmission>0,transmissionMap:!!s.transmissionMap,thicknessMap:!!s.thicknessMap,combine:s.combine,vertexTangents:!!s.normalMap&&!!M.attributes.tangent,vertexColors:s.vertexColors,vertexAlphas:!0===s.vertexColors&&!!M.attributes.color&&4===M.attributes.color.itemSize,vertexUvs:!!(s.map||s.bumpMap||s.normalMap||s.specularMap||s.alphaMap||s.emissiveMap||s.roughnessMap||s.metalnessMap||s.clearcoatMap||s.clearcoatRoughnessMap||s.clearcoatNormalMap||s.iridescenceMap||s.iridescenceThicknessMap||s.displacementMap||s.transmissionMap||s.thicknessMap||s.specularIntensityMap||s.specularColorMap||s.sheenColorMap||s.sheenRoughnessMap),uvsVertexOnly:!(s.map||s.bumpMap||s.normalMap||s.specularMap||s.alphaMap||s.emissiveMap||s.roughnessMap||s.metalnessMap||s.clearcoatNormalMap||s.iridescenceMap||s.iridescenceThicknessMap||s.transmission>0||s.transmissionMap||s.thicknessMap||s.specularIntensityMap||s.specularColorMap||s.sheen>0||s.sheenColorMap||s.sheenRoughnessMap||!s.displacementMap),fog:!!y,useFog:!0===s.fog,fogExp2:y&&y.isFogExp2,flatShading:!!s.flatShading,sizeAttenuation:s.sizeAttenuation,logarithmicDepthBuffer:m,skinning:!0===_.isSkinnedMesh,morphTargets:void 0!==M.morphAttributes.position,morphNormals:void 0!==M.morphAttributes.normal,morphColors:void 0!==M.morphAttributes.color,morphTargetsCount:E,morphTextureStride:I,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numSpotLightMaps:o.spotLightMap.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numSpotLightShadowsWithMaps:o.numSpotLightShadowsWithMaps,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,dithering:s.dithering,shadowMapEnabled:t.shadowMap.enabled&&u.length>0,shadowMapType:t.shadowMap.type,toneMapping:s.toneMapped?t.toneMapping:W,useLegacyLights:t.useLegacyLights,premultipliedAlpha:s.premultipliedAlpha,doubleSided:s.side===h,flipSided:s.side===c,useDepthPacking:!!s.depthPacking,depthPacking:s.depthPacking||0,index0AttributeName:s.index0AttributeName,extensionDerivatives:s.extensions&&s.extensions.derivatives,extensionFragDepth:s.extensions&&s.extensions.fragDepth,extensionDrawBuffers:s.extensions&&s.extensions.drawBuffers,extensionShaderTextureLOD:s.extensions&&s.extensions.shaderTextureLOD,rendererExtensionFragDepth:p||n.has("EXT_frag_depth"),rendererExtensionDrawBuffers:p||n.has("WEBGL_draw_buffers"),rendererExtensionShaderTextureLod:p||n.has("EXT_shader_texture_lod"),customProgramCacheKey:s.customProgramCacheKey()}},getProgramCacheKey:function(e){const i=[];if(e.shaderID?i.push(e.shaderID):(i.push(e.customVertexShaderID),i.push(e.customFragmentShaderID)),void 0!==e.defines)for(const t in e.defines)i.push(t),i.push(e.defines[t]);return!1===e.isRawShaderMaterial&&(!function(t,e){t.push(e.precision),t.push(e.outputEncoding),t.push(e.envMapMode),t.push(e.envMapCubeUVHeight),t.push(e.combine),t.push(e.vertexUvs),t.push(e.fogExp2),t.push(e.sizeAttenuation),t.push(e.morphTargetsCount),t.push(e.morphAttributeCount),t.push(e.numDirLights),t.push(e.numPointLights),t.push(e.numSpotLights),t.push(e.numSpotLightMaps),t.push(e.numHemiLights),t.push(e.numRectAreaLights),t.push(e.numDirLightShadows),t.push(e.numPointLightShadows),t.push(e.numSpotLightShadows),t.push(e.numSpotLightShadowsWithMaps),t.push(e.shadowMapType),t.push(e.toneMapping),t.push(e.numClippingPlanes),t.push(e.numClipIntersection),t.push(e.depthPacking)}(i,e),function(t,e){o.disableAll(),e.isWebGL2&&o.enable(0);e.supportsVertexTextures&&o.enable(1);e.instancing&&o.enable(2);e.instancingColor&&o.enable(3);e.map&&o.enable(4);e.matcap&&o.enable(5);e.envMap&&o.enable(6);e.lightMap&&o.enable(7);e.aoMap&&o.enable(8);e.emissiveMap&&o.enable(9);e.bumpMap&&o.enable(10);e.normalMap&&o.enable(11);e.objectSpaceNormalMap&&o.enable(12);e.tangentSpaceNormalMap&&o.enable(13);e.clearcoat&&o.enable(14);e.clearcoatMap&&o.enable(15);e.clearcoatRoughnessMap&&o.enable(16);e.clearcoatNormalMap&&o.enable(17);e.iridescence&&o.enable(18);e.iridescenceMap&&o.enable(19);e.iridescenceThicknessMap&&o.enable(20);e.displacementMap&&o.enable(21);e.specularMap&&o.enable(22);e.roughnessMap&&o.enable(23);e.metalnessMap&&o.enable(24);e.gradientMap&&o.enable(25);e.alphaMap&&o.enable(26);e.alphaTest&&o.enable(27);e.vertexColors&&o.enable(28);e.vertexAlphas&&o.enable(29);e.vertexUvs&&o.enable(30);e.vertexTangents&&o.enable(31);e.uvsVertexOnly&&o.enable(32);t.push(o.mask),o.disableAll(),e.fog&&o.enable(0);e.useFog&&o.enable(1);e.flatShading&&o.enable(2);e.logarithmicDepthBuffer&&o.enable(3);e.skinning&&o.enable(4);e.morphTargets&&o.enable(5);e.morphNormals&&o.enable(6);e.morphColors&&o.enable(7);e.premultipliedAlpha&&o.enable(8);e.shadowMapEnabled&&o.enable(9);e.useLegacyLights&&o.enable(10);e.doubleSided&&o.enable(11);e.flipSided&&o.enable(12);e.useDepthPacking&&o.enable(13);e.dithering&&o.enable(14);e.specularIntensityMap&&o.enable(15);e.specularColorMap&&o.enable(16);e.transmission&&o.enable(17);e.transmissionMap&&o.enable(18);e.thicknessMap&&o.enable(19);e.sheen&&o.enable(20);e.sheenColorMap&&o.enable(21);e.sheenRoughnessMap&&o.enable(22);e.decodeVideoTexture&&o.enable(23);e.opaque&&o.enable(24);t.push(o.mask)}(i,e),i.push(t.outputEncoding)),i.push(e.customProgramCacheKey),i.join()},getUniforms:function(t){const e=v[t.type];let i;if(e){const t=Fr[e];i=_r.clone(t.uniforms)}else i=t.uniforms;return i},acquireProgram:function(e,i){let n;for(let t=0,e=u.length;t0?n.push(h):!0===a.transparent?r.push(h):i.push(h)},unshift:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?n.unshift(h):!0===a.transparent?r.unshift(h):i.unshift(h)},finish:function(){for(let i=e,n=t.length;i1&&i.sort(t||Ha),n.length>1&&n.sort(e||Wa),r.length>1&&r.sort(e||Wa)}}}function qa(){let t=new WeakMap;return{get:function(e,i){const n=t.get(e);let r;return void 0===n?(r=new ja,t.set(e,[r])):i>=n.length?(r=new ja,n.push(r)):r=n[i],r},dispose:function(){t=new WeakMap}}}function Xa(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":i={direction:new $e,color:new zn};break;case"SpotLight":i={position:new $e,direction:new $e,color:new zn,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":i={position:new $e,color:new zn,distance:0,decay:0};break;case"HemisphereLight":i={direction:new $e,skyColor:new zn,groundColor:new zn};break;case"RectAreaLight":i={color:new zn,position:new $e,halfWidth:new $e,halfHeight:new $e}}return t[e.id]=i,i}}}let Ya=0;function Za(t,e){return(e.castShadow?2:0)-(t.castShadow?2:0)+(e.map?1:0)-(t.map?1:0)}function Ja(t,e){const i=new Xa,n=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":case"SpotLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new We};break;case"PointLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new We,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=i,i}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0};for(let t=0;t<9;t++)r.probe.push(new $e);const s=new $e,a=new qi,o=new qi;return{setup:function(s,a){let o=0,l=0,c=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let h=0,u=0,d=0,p=0,m=0,f=0,g=0,v=0,x=0,_=0;s.sort(Za);const y=!0===a?Math.PI:1;for(let t=0,e=s.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=Br.LTC_FLOAT_1,r.rectAreaLTC2=Br.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=Br.LTC_HALF_1,r.rectAreaLTC2=Br.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=o,r.ambient[1]=l,r.ambient[2]=c;const M=r.hash;M.directionalLength===h&&M.pointLength===u&&M.spotLength===d&&M.rectAreaLength===p&&M.hemiLength===m&&M.numDirectionalShadows===f&&M.numPointShadows===g&&M.numSpotShadows===v&&M.numSpotMaps===x||(r.directional.length=h,r.spot.length=d,r.rectArea.length=p,r.point.length=u,r.hemi.length=m,r.directionalShadow.length=f,r.directionalShadowMap.length=f,r.pointShadow.length=g,r.pointShadowMap.length=g,r.spotShadow.length=v,r.spotShadowMap.length=v,r.directionalShadowMatrix.length=f,r.pointShadowMatrix.length=g,r.spotLightMatrix.length=v+x-_,r.spotLightMap.length=x,r.numSpotLightShadowsWithMaps=_,M.directionalLength=h,M.pointLength=u,M.spotLength=d,M.rectAreaLength=p,M.hemiLength=m,M.numDirectionalShadows=f,M.numPointShadows=g,M.numSpotShadows=v,M.numSpotMaps=x,r.version=Ya++)},setupView:function(t,e){let i=0,n=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=s.length?(a=new Ka(t,e),s.push(a)):a=s[r],a},dispose:function(){i=new WeakMap}}}class Qa extends Pn{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}class to extends Pn{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new $e,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}const eo="void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",io="uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";function no(t,e,i){let n=new Dr;const r=new We,a=new We,d=new fi,p=new Qa({depthPacking:_e}),m=new to,f={},g=i.maxTextureSize,v={[l]:c,[c]:l,[h]:h},x=new yr({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new We},radius:{value:4}},vertexShader:eo,fragmentShader:io}),_=x.clone();_.defines.HORIZONTAL_PASS=1;const y=new $n;y.setAttribute("position",new Gn(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const M=new pr(y,x),b=this;function S(i,n){const s=e.update(M);x.defines.VSM_SAMPLES!==i.blurSamples&&(x.defines.VSM_SAMPLES=i.blurSamples,_.defines.VSM_SAMPLES=i.blurSamples,x.needsUpdate=!0,_.needsUpdate=!0),null===i.mapPass&&(i.mapPass=new gi(r.x,r.y)),x.uniforms.shadow_pass.value=i.map.texture,x.uniforms.resolution.value=i.mapSize,x.uniforms.radius.value=i.radius,t.setRenderTarget(i.mapPass),t.clear(),t.renderBufferDirect(n,null,s,x,M,null),_.uniforms.shadow_pass.value=i.mapPass.texture,_.uniforms.resolution.value=i.mapSize,_.uniforms.radius.value=i.radius,t.setRenderTarget(i.map),t.clear(),t.renderBufferDirect(n,null,s,_,M,null)}function w(e,i,n,r,s,a){let l=null;const c=!0===n.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==c)l=c;else if(l=!0===n.isPointLight?m:p,t.localClippingEnabled&&!0===i.clipShadows&&Array.isArray(i.clippingPlanes)&&0!==i.clippingPlanes.length||i.displacementMap&&0!==i.displacementScale||i.alphaMap&&i.alphaTest>0||i.map&&i.alphaTest>0){const t=l.uuid,e=i.uuid;let n=f[t];void 0===n&&(n={},f[t]=n);let r=n[e];void 0===r&&(r=l.clone(),n[e]=r),l=r}return l.visible=i.visible,l.wireframe=i.wireframe,l.side=a===o?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:v[i.side],l.alphaMap=i.alphaMap,l.alphaTest=i.alphaTest,l.map=i.map,l.clipShadows=i.clipShadows,l.clippingPlanes=i.clippingPlanes,l.clipIntersection=i.clipIntersection,l.displacementMap=i.displacementMap,l.displacementScale=i.displacementScale,l.displacementBias=i.displacementBias,l.wireframeLinewidth=i.wireframeLinewidth,l.linewidth=i.linewidth,!0===n.isPointLight&&!0===l.isMeshDistanceMaterial&&(l.referencePosition.setFromMatrixPosition(n.matrixWorld),l.nearDistance=r,l.farDistance=s),l}function T(i,r,s,a,l){if(!1===i.visible)return;if(i.layers.test(r.layers)&&(i.isMesh||i.isLine||i.isPoints)&&(i.castShadow||i.receiveShadow&&l===o)&&(!i.frustumCulled||n.intersectsObject(i))){i.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,i.matrixWorld);const n=e.update(i),r=i.material;if(Array.isArray(r)){const e=n.groups;for(let o=0,c=e.length;og||r.y>g)&&(r.x>g&&(a.x=Math.floor(g/u.x),r.x=a.x*u.x,h.mapSize.x=a.x),r.y>g&&(a.y=Math.floor(g/u.y),r.y=a.y*u.y,h.mapSize.y=a.y)),null===h.map){const t=this.type!==o?{minFilter:st,magFilter:st}:{};h.map=new gi(r.x,r.y,t),h.map.texture.name=c.name+".shadowMap",h.camera.updateProjectionMatrix()}t.setRenderTarget(h.map),t.clear();const m=h.getViewportCount();for(let t=0;t=1):-1!==dt.indexOf("OpenGL ES")&&(ut=parseFloat(/^OpenGL ES (\d)/.exec(dt)[1]),ht=ut>=2);let pt=null,mt={};const ft=t.getParameter(3088),gt=t.getParameter(2978),vt=(new fi).fromArray(ft),xt=(new fi).fromArray(gt);function _t(e,i,n){const r=new Uint8Array(4),s=t.createTexture();t.bindTexture(e,s),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;en||t.height>n)&&(r=n/Math.max(t.width,t.height)),r<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const n=e?ke:Math.floor,s=n(r*t.width),a=n(r*t.height);void 0===f&&(f=x(s,a));const o=i?x(s,a):f;o.width=s,o.height=a;return o.getContext("2d").drawImage(t,0,0,s,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+s+"x"+a+")."),o}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function y(t){return Be(t.width)&&Be(t.height)}function M(t,e){return t.generateMipmaps&&e&&t.minFilter!==st&&t.minFilter!==lt}function b(e){t.generateMipmap(e)}function S(i,n,r,s,a=!1){if(!1===o)return n;if(null!==i){if(void 0!==t[i])return t[i];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+i+"'")}let l=n;return 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lo;i.matrixAutoUpdate=!1,i.visible=!1,t.joints[e.jointName]=i,t.add(i)}return t.joints[e.jointName]}}class uo extends mi{constructor(t,e,i,n,r,s,a,o,l,c){if((c=void 0!==c?c:At)!==At&&c!==Et)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===i&&c===At&&(i=gt),void 0===i&&c===Et&&(i=Mt),super(null,n,r,s,a,o,c,i,l),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==a?a:st,this.minFilter=void 0!==o?o:st,this.flipY=!1,this.generateMipmaps=!1}}class po extends Le{constructor(t,e){super();const i=this;let n=null,r=1,s=null,a="local-floor",o=1,l=null,c=null,h=null,u=null,d=null,p=null;const m=e.getContextAttributes();let f=null,g=null;const v=[],x=[],_=new Set,y=new Map,M=new br;M.layers.enable(1),M.viewport=new fi;const b=new br;b.layers.enable(2),b.viewport=new fi;const S=[M,b],w=new oo;w.layers.enable(1),w.layers.enable(2);let T=null,A=null;function E(t){const 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ho,v[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){r=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){a=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return l||s},this.setReferenceSpace=function(t){l=t},this.getBaseLayer=function(){return null!==u?u:d},this.getBinding=function(){return h},this.getFrame=function(){return p},this.getSession=function(){return n},this.setSession=async function(c){if(n=c,null!==n){if(f=t.getRenderTarget(),n.addEventListener("select",E),n.addEventListener("selectstart",E),n.addEventListener("selectend",E),n.addEventListener("squeeze",E),n.addEventListener("squeezestart",E),n.addEventListener("squeezeend",E),n.addEventListener("end",C),n.addEventListener("inputsourceschange",L),!0!==m.xrCompatible&&await e.makeXRCompatible(),void 0===n.renderState.layers||!1===t.capabilities.isWebGL2){const i={antialias:void 0!==n.renderState.layers||m.antialias,alpha:m.alpha,depth:m.depth,stencil:m.stencil,framebufferScaleFactor:r};d=new XRWebGLLayer(n,e,i),n.updateRenderState({baseLayer:d}),g=new gi(d.framebufferWidth,d.framebufferHeight,{format:St,type:ut,encoding:t.outputEncoding,stencilBuffer:m.stencil})}else{let i=null,s=null,a=null;m.depth&&(a=m.stencil?35056:33190,i=m.stencil?Et:At,s=m.stencil?Mt:gt);const o={colorFormat:32856,depthFormat:a,scaleFactor:r};h=new XRWebGLBinding(n,e),u=h.createProjectionLayer(o),n.updateRenderState({layers:[u]}),g=new gi(u.textureWidth,u.textureHeight,{format:St,type:ut,depthTexture:new uo(u.textureWidth,u.textureHeight,s,void 0,void 0,void 0,void 0,void 0,void 0,i),stencilBuffer:m.stencil,encoding:t.outputEncoding,samples:m.antialias?4:0});t.properties.get(g).__ignoreDepthValues=u.ignoreDepthValues}g.isXRRenderTarget=!0,this.setFoveation(o),l=null,s=await n.requestReferenceSpace(a),N.setContext(n),N.start(),i.isPresenting=!0,i.dispatchEvent({type:"sessionstart"})}};const R=new $e,P=new $e;function I(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()}this.updateCamera=function(t){if(null===n)return;w.near=b.near=M.near=t.near,w.far=b.far=M.far=t.far,T===w.near&&A===w.far||(n.updateRenderState({depthNear:w.near,depthFar:w.far}),T=w.near,A=w.far);const e=t.parent,i=w.cameras;I(w,e);for(let t=0;te&&(y.set(t,t.lastChangedTime),i.dispatchEvent({type:"planechanged",data:t}))}else _.add(t),y.set(t,n.lastChangedTime),i.dispatchEvent({type:"planeadded",data:t})}p=null})),this.setAnimationLoop=function(t){D=t},this.dispose=function(){}}}function mo(t,e){function i(i,n){i.opacity.value=n.opacity,n.color&&i.diffuse.value.copy(n.color),n.emissive&&i.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity),n.map&&(i.map.value=n.map),n.alphaMap&&(i.alphaMap.value=n.alphaMap),n.bumpMap&&(i.bumpMap.value=n.bumpMap,i.bumpScale.value=n.bumpScale,n.side===c&&(i.bumpScale.value*=-1)),n.displacementMap&&(i.displacementMap.value=n.displacementMap,i.displacementScale.value=n.displacementScale,i.displacementBias.value=n.displacementBias),n.emissiveMap&&(i.emissiveMap.value=n.emissiveMap),n.normalMap&&(i.normalMap.value=n.normalMap,i.normalScale.value.copy(n.normalScale),n.side===c&&i.normalScale.value.negate()),n.specularMap&&(i.specularMap.value=n.specularMap),n.alphaTest>0&&(i.alphaTest.value=n.alphaTest);const r=e.get(n).envMap;if(r&&(i.envMap.value=r,i.flipEnvMap.value=r.isCubeTexture&&!1===r.isRenderTargetTexture?-1:1,i.reflectivity.value=n.reflectivity,i.ior.value=n.ior,i.refractionRatio.value=n.refractionRatio),n.lightMap){i.lightMap.value=n.lightMap;const e=!0===t.useLegacyLights?Math.PI:1;i.lightMapIntensity.value=n.lightMapIntensity*e}let s,a;n.aoMap&&(i.aoMap.value=n.aoMap,i.aoMapIntensity.value=n.aoMapIntensity),n.map?s=n.map:n.specularMap?s=n.specularMap:n.displacementMap?s=n.displacementMap:n.normalMap?s=n.normalMap:n.bumpMap?s=n.bumpMap:n.roughnessMap?s=n.roughnessMap:n.metalnessMap?s=n.metalnessMap:n.alphaMap?s=n.alphaMap:n.emissiveMap?s=n.emissiveMap:n.clearcoatMap?s=n.clearcoatMap:n.clearcoatNormalMap?s=n.clearcoatNormalMap:n.clearcoatRoughnessMap?s=n.clearcoatRoughnessMap:n.iridescenceMap?s=n.iridescenceMap:n.iridescenceThicknessMap?s=n.iridescenceThicknessMap:n.specularIntensityMap?s=n.specularIntensityMap:n.specularColorMap?s=n.specularColorMap:n.transmissionMap?s=n.transmissionMap:n.thicknessMap?s=n.thicknessMap:n.sheenColorMap?s=n.sheenColorMap:n.sheenRoughnessMap&&(s=n.sheenRoughnessMap),void 0!==s&&(s.isWebGLRenderTarget&&(s=s.texture),!0===s.matrixAutoUpdate&&s.updateMatrix(),i.uvTransform.value.copy(s.matrix)),n.aoMap?a=n.aoMap:n.lightMap&&(a=n.lightMap),void 0!==a&&(a.isWebGLRenderTarget&&(a=a.texture),!0===a.matrixAutoUpdate&&a.updateMatrix(),i.uv2Transform.value.copy(a.matrix))}return{refreshFogUniforms:function(e,i){i.color.getRGB(e.fogColor.value,xr(t)),i.isFog?(e.fogNear.value=i.near,e.fogFar.value=i.far):i.isFogExp2&&(e.fogDensity.value=i.density)},refreshMaterialUniforms:function(t,n,r,s,a){n.isMeshBasicMaterial||n.isMeshLambertMaterial?i(t,n):n.isMeshToonMaterial?(i(t,n),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,n)):n.isMeshPhongMaterial?(i(t,n),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,n)):n.isMeshStandardMaterial?(i(t,n),function(t,i){t.roughness.value=i.roughness,t.metalness.value=i.metalness,i.roughnessMap&&(t.roughnessMap.value=i.roughnessMap);i.metalnessMap&&(t.metalnessMap.value=i.metalnessMap);const n=e.get(i).envMap;n&&(t.envMapIntensity.value=i.envMapIntensity)}(t,n),n.isMeshPhysicalMaterial&&function(t,e,i){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap),e.clearcoatNormalMap&&(t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),t.clearcoatNormalMap.value=e.clearcoatNormalMap,e.side===c&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap);e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap)}(t,n,a)):n.isMeshMatcapMaterial?(i(t,n),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,n)):n.isMeshDepthMaterial?i(t,n):n.isMeshDistanceMaterial?(i(t,n),function(t,e){t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,n)):n.isMeshNormalMaterial?i(t,n):n.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,n),n.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,n)):n.isPointsMaterial?function(t,e,i,n){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*n,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let r;e.map?r=e.map:e.alphaMap&&(r=e.alphaMap);void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),t.uvTransform.value.copy(r.matrix))}(t,n,r,s):n.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let i;e.map?i=e.map:e.alphaMap&&(i=e.alphaMap);void 0!==i&&(!0===i.matrixAutoUpdate&&i.updateMatrix(),t.uvTransform.value.copy(i.matrix))}(t,n):n.isShadowMaterial?(t.color.value.copy(n.color),t.opacity.value=n.opacity):n.isShaderMaterial&&(n.uniformsNeedUpdate=!1)}}}function fo(t,e,i,n){let r={},s={},a=[];const o=i.isWebGL2?t.getParameter(35375):0;function l(t,e,i){const n=t.value;if(void 0===i[e]){if("number"==typeof n)i[e]=n;else{const t=Array.isArray(n)?n:[n],r=[];for(let e=0;e0){r=i%n;0!==r&&n-r-a.boundary<0&&(i+=n-r,s.__offset=i)}i+=a.storage}r=i%n,r>0&&(i+=n-r);t.__size=i,t.__cache={}}(i),d=function(e){const i=function(){for(let t=0;t0&&function(t,e,i){const n=X.isWebGL2;null===k&&(k=new gi(1024,1024,{generateMipmaps:!0,type:q.has("EXT_color_buffer_half_float")?xt:ut,minFilter:ht,samples:n&&!0===a?4:0}));const r=_.getRenderTarget();_.setRenderTarget(k),_.clear();const s=_.toneMapping;_.toneMapping=W,Ot(t,e,i),_.toneMapping=s,K.updateMultisampleRenderTarget(k),K.updateRenderTargetMipmap(k),_.setRenderTarget(r)}(r,e,i),n&&Y.viewport(A.copy(n)),r.length>0&&Ot(r,e,i),s.length>0&&Ot(s,e,i),o.length>0&&Ot(o,e,i),Y.buffers.depth.setTest(!0),Y.buffers.depth.setMask(!0),Y.buffers.color.setMask(!0),Y.setPolygonOffset(!1)}function Ot(t,e,i){const n=!0===e.isScene?e.overrideMaterial:null;for(let r=0,s=t.length;r0?x[x.length-1]:null,v.pop(),f=v.length>0?v[v.length-1]:null},this.getActiveCubeFace=function(){return M},this.getActiveMipmapLevel=function(){return b},this.getRenderTarget=function(){return S},this.setRenderTargetTextures=function(t,e,i){J.get(t.texture).__webglTexture=e,J.get(t.depthTexture).__webglTexture=i;const n=J.get(t);n.__hasExternalTextures=!0,n.__hasExternalTextures&&(n.__autoAllocateDepthBuffer=void 0===i,n.__autoAllocateDepthBuffer||!0===q.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),n.__useRenderToTexture=!1))},this.setRenderTargetFramebuffer=function(t,e){const i=J.get(t);i.__webglFramebuffer=e,i.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,i=0){S=t,M=e,b=i;let n=!0,r=null,s=!1,a=!1;if(t){const i=J.get(t);void 0!==i.__useDefaultFramebuffer?(Y.bindFramebuffer(36160,null),n=!1):void 0===i.__webglFramebuffer?K.setupRenderTarget(t):i.__hasExternalTextures&&K.rebindTextures(t,J.get(t.texture).__webglTexture,J.get(t.depthTexture).__webglTexture);const o=t.texture;(o.isData3DTexture||o.isDataArrayTexture||o.isCompressedArrayTexture)&&(a=!0);const l=J.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=l[e],s=!0):r=X.isWebGL2&&t.samples>0&&!1===K.useMultisampledRTT(t)?J.get(t).__webglMultisampledFramebuffer:l,A.copy(t.viewport),E.copy(t.scissor),C=t.scissorTest}else A.copy(N).multiplyScalar(P).floor(),E.copy(O).multiplyScalar(P).floor(),C=z;if(Y.bindFramebuffer(36160,r)&&X.drawBuffers&&n&&Y.drawBuffers(t,r),Y.viewport(A),Y.scissor(E),Y.setScissorTest(C),s){const n=J.get(t.texture);yt.framebufferTexture2D(36160,36064,34069+e,n.__webglTexture,i)}else if(a){const n=J.get(t.texture),r=e||0;yt.framebufferTextureLayer(36160,36064,n.__webglTexture,i||0,r)}w=-1},this.readRenderTargetPixels=function(t,e,i,n,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=J.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){Y.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==St&&ft.convert(o)!==yt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===xt&&(q.has("EXT_color_buffer_half_float")||X.isWebGL2&&q.has("EXT_color_buffer_float"));if(!(l===ut||ft.convert(l)===yt.getParameter(35738)||l===vt&&(X.isWebGL2||q.has("OES_texture_float")||q.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-n&&i>=0&&i<=t.height-r&&yt.readPixels(e,i,n,r,ft.convert(o),ft.convert(l),s)}finally{const t=null!==S?J.get(S).__webglFramebuffer:null;Y.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,i=0){const n=Math.pow(2,-i),r=Math.floor(e.image.width*n),s=Math.floor(e.image.height*n);K.setTexture2D(e,0),yt.copyTexSubImage2D(3553,i,0,0,t.x,t.y,r,s),Y.unbindTexture()},this.copyTextureToTexture=function(t,e,i,n=0){const r=e.image.width,s=e.image.height,a=ft.convert(i.format),o=ft.convert(i.type);K.setTexture2D(i,0),yt.pixelStorei(37440,i.flipY),yt.pixelStorei(37441,i.premultiplyAlpha),yt.pixelStorei(3317,i.unpackAlignment),e.isDataTexture?yt.texSubImage2D(3553,n,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?yt.compressedTexSubImage2D(3553,n,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):yt.texSubImage2D(3553,n,t.x,t.y,a,o,e.image),0===n&&i.generateMipmaps&&yt.generateMipmap(3553),Y.unbindTexture()},this.copyTextureToTexture3D=function(t,e,i,n,r=0){if(_.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const s=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=ft.convert(n.format),c=ft.convert(n.type);let h;if(n.isData3DTexture)K.setTexture3D(n,0),h=32879;else{if(!n.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");K.setTexture2DArray(n,0),h=35866}yt.pixelStorei(37440,n.flipY),yt.pixelStorei(37441,n.premultiplyAlpha),yt.pixelStorei(3317,n.unpackAlignment);const u=yt.getParameter(3314),d=yt.getParameter(32878),p=yt.getParameter(3316),m=yt.getParameter(3315),f=yt.getParameter(32877),g=i.isCompressedTexture?i.mipmaps[0]:i.image;yt.pixelStorei(3314,g.width),yt.pixelStorei(32878,g.height),yt.pixelStorei(3316,t.min.x),yt.pixelStorei(3315,t.min.y),yt.pixelStorei(32877,t.min.z),i.isDataTexture||i.isData3DTexture?yt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g.data):i.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),yt.compressedTexSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,g.data)):yt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g),yt.pixelStorei(3314,u),yt.pixelStorei(32878,d),yt.pixelStorei(3316,p),yt.pixelStorei(3315,m),yt.pixelStorei(32877,f),0===r&&n.generateMipmaps&&yt.generateMipmap(h),Y.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?K.setTextureCube(t,0):t.isData3DTexture?K.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?K.setTexture2DArray(t,0):K.setTexture2D(t,0),Y.unbindTexture()},this.resetState=function(){M=0,b=0,S=null,Y.reset(),gt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}Object.defineProperties(go.prototype,{physicallyCorrectLights:{get:function(){return console.warn("THREE.WebGLRenderer: the property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead."),!this.useLegacyLights},set:function(t){console.warn("THREE.WebGLRenderer: the property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead."),this.useLegacyLights=!t}}});class vo extends go{}vo.prototype.isWebGL1Renderer=!0;class xo{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new zn(t),this.density=e}clone(){return new xo(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}class _o{constructor(t,e=1,i=1e3){this.isFog=!0,this.name="",this.color=new zn(t),this.near=e,this.far=i}clone(){return new _o(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}class yo extends xn{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(e.object.backgroundIntensity=this.backgroundIntensity),e}get autoUpdate(){return console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate}set autoUpdate(t){console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate=t}}class Mo{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=Ae,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=Ne()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,i){t*=this.stride,i*=e.stride;for(let n=0,r=this.stride;nt.far||e.push({distance:o,point:Ao.clone(),uv:Ln.getUV(Ao,Io,Do,No,Oo,zo,Uo,new We),face:null,object:this})}copy(t,e){return super.copy(t,e),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function Fo(t,e,i,n,r,s){Lo.subVectors(t,i).addScalar(.5).multiply(n),void 0!==r?(Ro.x=s*Lo.x-r*Lo.y,Ro.y=r*Lo.x+s*Lo.y):Ro.copy(Lo),t.copy(e),t.x+=Ro.x,t.y+=Ro.y,t.applyMatrix4(Po)}const ko=new $e,Go=new $e;class Vo extends xn{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,i=e.length;t0){let i,n;for(i=1,n=e.length;i0){ko.setFromMatrixPosition(this.matrixWorld);const i=t.ray.origin.distanceTo(ko);this.getObjectForDistance(i).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){ko.setFromMatrixPosition(t.matrixWorld),Go.setFromMatrixPosition(this.matrixWorld);const i=ko.distanceTo(Go)/t.zoom;let n,r;for(e[0].object.visible=!0,n=1,r=e.length;n=t))break;e[n-1].object.visible=!1,e[n].object.visible=!0}for(this._currentLevel=n-1;no)continue;u.applyMatrix4(this.matrixWorld);const s=t.ray.origin.distanceTo(u);st.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}else{for(let i=Math.max(0,s.start),n=Math.min(m.count,s.start+s.count)-1;io)continue;u.applyMatrix4(this.matrixWorld);const n=t.ray.origin.distanceTo(u);nt.far||e.push({distance:n,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;tr.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:i,index:e,face:null,object:a})}}class Tl extends mi{constructor(t,e,i,n,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,n,r,h,u),this.isCompressedTexture=!0,this.image={width:e,height:i},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class Al{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const i=this.getUtoTmapping(t);return this.getPoint(i,e)}getPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPoint(i/t));return e}getSpacedPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPointAt(i/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let i,n=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)i=this.getPoint(s/t),r+=i.distanceTo(n),e.push(r),n=i;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const i=this.getLengths();let n=0;const r=i.length;let s;s=e||t*i[r-1];let a,o=0,l=r-1;for(;o<=l;)if(n=Math.floor(o+(l-o)/2),a=i[n]-s,a<0)o=n+1;else{if(!(a>0)){l=n;break}l=n-1}if(n=l,i[n]===s)return n/(r-1);const c=i[n];return(n+(s-c)/(i[n+1]-c))/(r-1)}getTangent(t,e){const i=1e-4;let n=t-i,r=t+i;n<0&&(n=0),r>1&&(r=1);const s=this.getPoint(n),a=this.getPoint(r),o=e||(s.isVector2?new We:new $e);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const i=this.getUtoTmapping(t);return this.getTangent(i,e)}computeFrenetFrames(t,e){const i=new $e,n=[],r=[],s=[],a=new $e,o=new qi;for(let e=0;e<=t;e++){const i=e/t;n[e]=this.getTangentAt(i,new $e)}r[0]=new $e,s[0]=new $e;let l=Number.MAX_VALUE;const c=Math.abs(n[0].x),h=Math.abs(n[0].y),u=Math.abs(n[0].z);c<=l&&(l=c,i.set(1,0,0)),h<=l&&(l=h,i.set(0,1,0)),u<=l&&i.set(0,0,1),a.crossVectors(n[0],i).normalize(),r[0].crossVectors(n[0],a),s[0].crossVectors(n[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(n[e-1],n[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(Oe(n[e-1].dot(n[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(n[e],r[e])}if(!0===e){let e=Math.acos(Oe(r[0].dot(r[t]),-1,1));e/=t,n[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let i=1;i<=t;i++)r[i].applyMatrix4(o.makeRotationAxis(n[i],e*i)),s[i].crossVectors(n[i],r[i])}return{tangents:n,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class El extends Al{constructor(t=0,e=0,i=1,n=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=i,this.yRadius=n,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const i=e||new We,n=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)n;)r-=n;r0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=n[(l-1)%r]:(Rl.subVectors(n[0],n[1]).add(n[0]),a=Rl);const h=n[l%r],u=n[(l+1)%r];if(this.closed||l+2n.length-2?n.length-1:s+1],h=n[s>n.length-3?n.length-1:s+2];return i.set(Ol(a,o.x,l.x,c.x,h.x),Ol(a,o.y,l.y,c.y,h.y)),i}copy(t){super.copy(t),this.points=[];for(let e=0,i=t.points.length;e=i){const t=n[r]-i,s=this.curves[r],a=s.getLength(),o=0===a?0:1-t/a;return s.getPointAt(o,e)}r++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let i=0,n=this.curves.length;i1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,i=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class Yl extends $n{constructor(t=[new We(0,-.5),new We(.5,0),new We(0,.5)],e=12,i=0,n=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:i,phiLength:n},e=Math.floor(e),n=Oe(n,0,2*Math.PI);const r=[],s=[],a=[],o=[],l=[],c=1/e,h=new $e,u=new We,d=new $e,p=new $e,m=new $e;let f=0,g=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,m.copy(d),d.normalize(),o.push(d.x,d.y,d.z);break;case t.length-1:o.push(m.x,m.y,m.z);break;default:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,p.copy(d),d.x+=m.x,d.y+=m.y,d.z+=m.z,d.normalize(),o.push(d.x,d.y,d.z),m.copy(p)}for(let r=0;r<=e;r++){const d=i+r*c*n,p=Math.sin(d),m=Math.cos(d);for(let i=0;i<=t.length-1;i++){h.x=t[i].x*p,h.y=t[i].y,h.z=t[i].x*m,s.push(h.x,h.y,h.z),u.x=r/e,u.y=i/(t.length-1),a.push(u.x,u.y);const n=o[3*i+0]*p,c=o[3*i+1],d=o[3*i+0]*m;l.push(n,c,d)}}for(let i=0;i0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new Wn(h,3)),this.setAttribute("normal",new Wn(u,3)),this.setAttribute("uv",new Wn(d,2))}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new Kl(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class $l extends Kl{constructor(t=1,e=1,i=32,n=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,i,n,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:i,heightSegments:n,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new $l(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Ql extends $n{constructor(t=[],e=[],i=1,n=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:i,detail:n};const r=[],s=[];function a(t,e,i,n){const r=n+1,s=[];for(let n=0;n<=r;n++){s[n]=[];const a=t.clone().lerp(i,n/r),o=e.clone().lerp(i,n/r),l=r-n;for(let t=0;t<=l;t++)s[n][t]=0===t&&n===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),i<.2&&(s[t+2]+=1),n<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new Wn(r,3)),this.setAttribute("normal",new Wn(r.slice(),3)),this.setAttribute("uv",new Wn(s,2)),0===n?this.computeVertexNormals():this.normalizeNormals()}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new Ql(t.vertices,t.indices,t.radius,t.details)}}class tc extends Ql{constructor(t=1,e=0){const i=(1+Math.sqrt(5))/2,n=1/i;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-n,-i,0,-n,i,0,n,-i,0,n,i,-n,-i,0,-n,i,0,n,-i,0,n,i,0,-i,0,-n,i,0,-n,-i,0,n,i,0,n],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new tc(t.radius,t.detail)}}const ec=new $e,ic=new $e,nc=new $e,rc=new Ln;class sc extends $n{constructor(t=null,e=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:t,thresholdAngle:e},null!==t){const i=4,n=Math.pow(10,i),r=Math.cos(Ie*e),s=t.getIndex(),a=t.getAttribute("position"),o=s?s.count:a.count,l=[0,0,0],c=["a","b","c"],h=new Array(3),u={},d=[];for(let t=0;t80*i){o=c=t[0],l=h=t[1];for(let e=i;ec&&(c=u),d>h&&(h=d);p=Math.max(c-o,h-l),p=0!==p?32767/p:0}return hc(s,a,i,o,l,p,0),a};function lc(t,e,i,n,r){let s,a;if(r===function(t,e,i,n){let r=0;for(let s=e,a=i-n;s0)for(s=e;s=e;s-=n)a=Lc(s,t[s],t[s+1],a);return a&&Sc(a,a.next)&&(Rc(a),a=a.next),a}function cc(t,e){if(!t)return t;e||(e=t);let i,n=t;do{if(i=!1,n.steiner||!Sc(n,n.next)&&0!==bc(n.prev,n,n.next))n=n.next;else{if(Rc(n),n=e=n.prev,n===n.next)break;i=!0}}while(i||n!==e);return e}function hc(t,e,i,n,r,s,a){if(!t)return;!a&&s&&function(t,e,i,n){let r=t;do{0===r.z&&(r.z=xc(r.x,r.y,e,i,n)),r.prevZ=r.prev,r.nextZ=r.next,r=r.next}while(r!==t);r.prevZ.nextZ=null,r.prevZ=null,function(t){let 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fc(t,e){return t.x-e.x}function gc(t,e){const i=function(t,e){let i,n=e,r=-1/0;const s=t.x,a=t.y;do{if(a<=n.y&&a>=n.next.y&&n.next.y!==n.y){const t=n.x+(a-n.y)*(n.next.x-n.x)/(n.next.y-n.y);if(t<=s&&t>r&&(r=t,i=n.x=n.x&&n.x>=l&&s!==n.x&&yc(ai.x||n.x===i.x&&vc(i,n)))&&(i=n,u=h)),n=n.next}while(n!==o);return i}(t,e);if(!i)return e;const n=Cc(i,t);return cc(n,n.next),cc(i,i.next)}function vc(t,e){return bc(t.prev,t,e.prev)<0&&bc(e.next,t,t.next)<0}function xc(t,e,i,n,r){return(t=1431655765&((t=858993459&((t=252645135&((t=16711935&((t=(t-i)*r|0)|t<<8))|t<<4))|t<<2))|t<<1))|(e=1431655765&((e=858993459&((e=252645135&((e=16711935&((e=(e-n)*r|0)|e<<8))|e<<4))|e<<2))|e<<1))<<1}function _c(t){let e=t,i=t;do{(e.x=(t-a)*(s-o)&&(t-a)*(n-o)>=(i-a)*(e-o)&&(i-a)*(s-o)>=(r-a)*(n-o)}function Mc(t,e){return t.next.i!==e.i&&t.prev.i!==e.i&&!function(t,e){let 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bc(t.prev,t,t.next)<0?bc(t,e,t.next)>=0&&bc(t,t.prev,e)>=0:bc(t,e,t.prev)<0||bc(t,t.next,e)<0}function Cc(t,e){const i=new Pc(t.i,t.x,t.y),n=new Pc(e.i,e.x,e.y),r=t.next,s=e.prev;return t.next=e,e.prev=t,i.next=r,r.prev=i,n.next=i,i.prev=n,s.next=n,n.prev=s,n}function Lc(t,e,i,n){const r=new Pc(t,e,i);return n?(r.next=n.next,r.prev=n,n.next.prev=r,n.next=r):(r.prev=r,r.next=r),r}function Rc(t){t.next.prev=t.prev,t.prev.next=t.next,t.prevZ&&(t.prevZ.nextZ=t.nextZ),t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function Pc(t,e,i){this.i=t,this.x=e,this.y=i,this.prev=null,this.next=null,this.z=0,this.prevZ=null,this.nextZ=null,this.steiner=!1}class Ic{static area(t){const e=t.length;let i=0;for(let n=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function Nc(t,e){for(let i=0;iNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,m=e.y+a/u,f=((i.x-c/d-p)*c-(i.y+l/d-m)*l)/(a*c-o*l);n=p+a*f-t.x,r=m+o*f-t.y;const g=n*n+r*r;if(g<=2)return new We(n,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(n=-o,r=a,s=Math.sqrt(h)):(n=a,r=o,s=Math.sqrt(h/2))}return new We(n/s,r/s)}const P=[];for(let t=0,e=A.length,i=e-1,n=t+1;t=0;t--){const e=t/p,i=h*Math.cos(e*Math.PI/2),n=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=A.length;t=0;){const n=i;let r=i-1;r<0&&(r=t.length-1);for(let t=0,i=o+2*p;t0)&&d.push(e,r,l),(t!==i-1||o0!=t>0&&this.version++,this._sheen=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!=t>0&&this.version++,this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!=t>0&&this.version++,this._iridescence=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!=t>0&&this.version++,this._transmission=t}copy(t){return super.copy(t),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=t.clearcoat,this.clearcoatMap=t.clearcoatMap,this.clearcoatRoughness=t.clearcoatRoughness,this.clearcoatRoughnessMap=t.clearcoatRoughnessMap,this.clearcoatNormalMap=t.clearcoatNormalMap,this.clearcoatNormalScale.copy(t.clearcoatNormalScale),this.ior=t.ior,this.iridescence=t.iridescence,this.iridescenceMap=t.iridescenceMap,this.iridescenceIOR=t.iridescenceIOR,this.iridescenceThicknessRange=[...t.iridescenceThicknessRange],this.iridescenceThicknessMap=t.iridescenceThicknessMap,this.sheen=t.sheen,this.sheenColor.copy(t.sheenColor),this.sheenColorMap=t.sheenColorMap,this.sheenRoughness=t.sheenRoughness,this.sheenRoughnessMap=t.sheenRoughnessMap,this.transmission=t.transmission,this.transmissionMap=t.transmissionMap,this.thickness=t.thickness,this.thicknessMap=t.thicknessMap,this.attenuationDistance=t.attenuationDistance,this.attenuationColor.copy(t.attenuationColor),this.specularIntensity=t.specularIntensity,this.specularIntensityMap=t.specularIntensityMap,this.specularColor.copy(t.specularColor),this.specularColorMap=t.specularColorMap,this}}class Qc extends Pn{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new zn(16777215),this.specular=new zn(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new zn(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=ye,this.normalScale=new We(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=G,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.specular.copy(t.specular),this.shininess=t.shininess,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class th extends Pn{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new zn(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new zn(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=ye,this.normalScale=new We(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.gradientMap=t.gradientMap,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}class eh extends Pn{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=ye,this.normalScale=new We(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(t)}copy(t){return super.copy(t),this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.flatShading=t.flatShading,this}}class ih extends Pn{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new zn(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new zn(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=ye,this.normalScale=new We(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=G,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class nh extends Pn{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new zn(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=ye,this.normalScale=new We(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={MATCAP:""},this.color.copy(t.color),this.matcap=t.matcap,this.map=t.map,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.flatShading=t.flatShading,this.fog=t.fog,this}}class rh extends ol{constructor(t){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(t)}copy(t){return super.copy(t),this.scale=t.scale,this.dashSize=t.dashSize,this.gapSize=t.gapSize,this}}function sh(t,e,i){return oh(t)?new t.constructor(t.subarray(e,void 0!==i?i:t.length)):t.slice(e,i)}function ah(t,e,i){return!t||!i&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function oh(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function lh(t){const e=t.length,i=new Array(e);for(let t=0;t!==e;++t)i[t]=t;return i.sort((function(e,i){return t[e]-t[i]})),i}function ch(t,e,i){const n=t.length,r=new t.constructor(n);for(let s=0,a=0;a!==n;++s){const n=i[s]*e;for(let i=0;i!==e;++i)r[a++]=t[n+i]}return r}function hh(t,e,i,n){let r=1,s=t[0];for(;void 0!==s&&void 0===s[n];)s=t[r++];if(void 0===s)return;let a=s[n];if(void 0!==a)if(Array.isArray(a))do{a=s[n],void 0!==a&&(e.push(s.time),i.push.apply(i,a)),s=t[r++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[n],void 0!==a&&(e.push(s.time),a.toArray(i,i.length)),s=t[r++]}while(void 0!==s);else do{a=s[n],void 0!==a&&(e.push(s.time),i.push(a)),s=t[r++]}while(void 0!==s)}const uh={arraySlice:sh,convertArray:ah,isTypedArray:oh,getKeyframeOrder:lh,sortedArray:ch,flattenJSON:hh,subclip:function(t,e,i,n,r=30){const s=t.clone();s.name=e;const a=[];for(let t=0;t=n)){l.push(e.times[t]);for(let i=0;is.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=n.times[u]){const t=u*l+o,e=t+l-o;d=sh(n.values,t,e)}else{const t=n.createInterpolant(),e=o,i=l-o;t.evaluate(s),d=sh(t.resultBuffer,e,i)}if("quaternion"===r){(new Ke).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const a=e[1];t=r)break e}s=i,i=0}}for(;i>>1;te;)--s;if(++s,0!==r||s!==n){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=sh(i,r,s),this.values=sh(this.values,r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const i=this.times,n=this.values,r=i.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const n=i[e];if("number"==typeof n&&isNaN(n)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,n),t=!1;break}if(null!==s&&s>n){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,n,s),t=!1;break}s=n}if(void 0!==n&&oh(n))for(let e=0,i=n.length;e!==i;++e){const i=n[e];if(isNaN(i)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,i),t=!1;break}}return t}optimize(){const t=sh(this.times),e=sh(this.values),i=this.getValueSize(),n=this.getInterpolation()===ue,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*i,n=s*i,a=0;a!==i;++a)e[n+a]=e[t+a];++s}return s!==t.length?(this.times=sh(t,0,s),this.values=sh(e,0,s*i)):(this.times=t,this.values=e),this}clone(){const t=sh(this.times,0),e=sh(this.values,0),i=new(0,this.constructor)(this.name,t,e);return i.createInterpolant=this.createInterpolant,i}}gh.prototype.TimeBufferType=Float32Array,gh.prototype.ValueBufferType=Float32Array,gh.prototype.DefaultInterpolation=he;class vh extends gh{}vh.prototype.ValueTypeName="bool",vh.prototype.ValueBufferType=Array,vh.prototype.DefaultInterpolation=ce,vh.prototype.InterpolantFactoryMethodLinear=void 0,vh.prototype.InterpolantFactoryMethodSmooth=void 0;class xh extends gh{}xh.prototype.ValueTypeName="color";class _h extends gh{}_h.prototype.ValueTypeName="number";class yh extends dh{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t,e,i,n){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(i-e)/(n-e);let l=t*a;for(let t=l+a;l!==t;l+=4)Ke.slerpFlat(r,0,s,l-a,s,l,o);return r}}class Mh extends gh{InterpolantFactoryMethodLinear(t){return new yh(this.times,this.values,this.getValueSize(),t)}}Mh.prototype.ValueTypeName="quaternion",Mh.prototype.DefaultInterpolation=he,Mh.prototype.InterpolantFactoryMethodSmooth=void 0;class bh extends gh{}bh.prototype.ValueTypeName="string",bh.prototype.ValueBufferType=Array,bh.prototype.DefaultInterpolation=ce,bh.prototype.InterpolantFactoryMethodLinear=void 0,bh.prototype.InterpolantFactoryMethodSmooth=void 0;class Sh extends gh{}Sh.prototype.ValueTypeName="vector";class wh{constructor(t,e=-1,i,n=2500){this.name=t,this.tracks=i,this.duration=e,this.blendMode=n,this.uuid=Ne(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],i=t.tracks,n=1/(t.fps||1);for(let t=0,r=i.length;t!==r;++t)e.push(Th(i[t]).scale(n));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],i=t.tracks,n={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,n=i.length;t!==n;++t)e.push(gh.toJSON(i[t]));return n}static CreateFromMorphTargetSequence(t,e,i,n){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=n[t];e||(n[t]=e=[]),e.push(i)}}const s=[];for(const t in n)s.push(this.CreateFromMorphTargetSequence(t,n[t],e,i));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const i=function(t,e,i,n,r){if(0!==i.length){const s=[],a=[];hh(i,s,a,n),0!==s.length&&r.push(new t(e,s,a))}},n=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t{e&&e(r),this.manager.itemEnd(t)}),0),r;if(void 0!==Rh[t])return void Rh[t].push({onLoad:e,onProgress:i,onError:n});Rh[t]=[],Rh[t].push({onLoad:e,onProgress:i,onError:n});const s=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),a=this.mimeType,o=this.responseType;fetch(s).then((e=>{if(200===e.status||0===e.status){if(0===e.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===e.body||void 0===e.body.getReader)return e;const i=Rh[t],n=e.body.getReader(),r=e.headers.get("Content-Length")||e.headers.get("X-File-Size"),s=r?parseInt(r):0,a=0!==s;let o=0;const l=new ReadableStream({start(t){!function e(){n.read().then((({done:n,value:r})=>{if(n)t.close();else{o+=r.byteLength;const n=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:s});for(let t=0,e=i.length;t{switch(o){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,a)));case"json":return t.json();default:if(void 0===a)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(a),i=e&&e[1]?e[1].toLowerCase():void 0,n=new TextDecoder(i);return t.arrayBuffer().then((t=>n.decode(t)))}}})).then((e=>{Ah.add(t,e);const i=Rh[t];delete Rh[t];for(let t=0,n=i.length;t{const i=Rh[t];if(void 0===i)throw this.manager.itemError(t),e;delete Rh[t];for(let t=0,n=i.length;t{this.manager.itemEnd(t)})),this.manager.itemStart(t)}setResponseType(t){return this.responseType=t,this}setMimeType(t){return this.mimeType=t,this}}class Dh extends Lh{constructor(t){super(t)}load(t,e,i,n){void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=this,s=Ah.get(t);if(void 0!==s)return r.manager.itemStart(t),setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s;const a=Je("img");function o(){c(),Ah.add(t,this),e&&e(this),r.manager.itemEnd(t)}function l(e){c(),n&&n(e),r.manager.itemError(t),r.manager.itemEnd(t)}function c(){a.removeEventListener("load",o,!1),a.removeEventListener("error",l,!1)}return a.addEventListener("load",o,!1),a.addEventListener("error",l,!1),"data:"!==t.slice(0,5)&&void 0!==this.crossOrigin&&(a.crossOrigin=this.crossOrigin),r.manager.itemStart(t),a.src=t,a}}class Nh extends xn{constructor(t,e=1){super(),this.isLight=!0,this.type="Light",this.color=new zn(t),this.intensity=e}dispose(){}copy(t,e){return super.copy(t,e),this.color.copy(t.color),this.intensity=t.intensity,this}toJSON(t){const e=super.toJSON(t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),void 0!==this.shadow&&(e.object.shadow=this.shadow.toJSON()),e}}class Oh extends Nh{constructor(t,e,i){super(t,i),this.isHemisphereLight=!0,this.type="HemisphereLight",this.position.copy(xn.DEFAULT_UP),this.updateMatrix(),this.groundColor=new zn(e)}copy(t,e){return super.copy(t,e),this.groundColor.copy(t.groundColor),this}}const zh=new qi,Uh=new $e,Bh=new $e;class Fh{constructor(t){this.camera=t,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new We(512,512),this.map=null,this.mapPass=null,this.matrix=new qi,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new Dr,this._frameExtents=new We(1,1),this._viewportCount=1,this._viewports=[new fi(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(t){const e=this.camera,i=this.matrix;Uh.setFromMatrixPosition(t.matrixWorld),e.position.copy(Uh),Bh.setFromMatrixPosition(t.target.matrixWorld),e.lookAt(Bh),e.updateMatrixWorld(),zh.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this._frustum.setFromProjectionMatrix(zh),i.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),i.multiply(zh)}getViewport(t){return this._viewports[t]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}copy(t){return this.camera=t.camera.clone(),this.bias=t.bias,this.radius=t.radius,this.mapSize.copy(t.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){const t={};return 0!==this.bias&&(t.bias=this.bias),0!==this.normalBias&&(t.normalBias=this.normalBias),1!==this.radius&&(t.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(t.mapSize=this.mapSize.toArray()),t.camera=this.camera.toJSON(!1).object,delete t.camera.matrix,t}}class kh extends Fh{constructor(){super(new br(50,1,.5,500)),this.isSpotLightShadow=!0,this.focus=1}updateMatrices(t){const e=this.camera,i=2*De*t.angle*this.focus,n=this.mapSize.width/this.mapSize.height,r=t.distance||e.far;i===e.fov&&n===e.aspect&&r===e.far||(e.fov=i,e.aspect=n,e.far=r,e.updateProjectionMatrix()),super.updateMatrices(t)}copy(t){return super.copy(t),this.focus=t.focus,this}}class Gh extends Nh{constructor(t,e,i=0,n=Math.PI/3,r=0,s=2){super(t,e),this.isSpotLight=!0,this.type="SpotLight",this.position.copy(xn.DEFAULT_UP),this.updateMatrix(),this.target=new xn,this.distance=i,this.angle=n,this.penumbra=r,this.decay=s,this.map=null,this.shadow=new kh}get power(){return this.intensity*Math.PI}set power(t){this.intensity=t/Math.PI}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.angle=t.angle,this.penumbra=t.penumbra,this.decay=t.decay,this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}const Vh=new qi,Hh=new $e,Wh=new $e;class jh extends Fh{constructor(){super(new br(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new We(4,2),this._viewportCount=6,this._viewports=[new fi(2,1,1,1),new fi(0,1,1,1),new fi(3,1,1,1),new fi(1,1,1,1),new fi(3,0,1,1),new fi(1,0,1,1)],this._cubeDirections=[new $e(1,0,0),new $e(-1,0,0),new $e(0,0,1),new $e(0,0,-1),new $e(0,1,0),new $e(0,-1,0)],this._cubeUps=[new $e(0,1,0),new $e(0,1,0),new $e(0,1,0),new $e(0,1,0),new $e(0,0,1),new $e(0,0,-1)]}updateMatrices(t,e=0){const i=this.camera,n=this.matrix,r=t.distance||i.far;r!==i.far&&(i.far=r,i.updateProjectionMatrix()),Hh.setFromMatrixPosition(t.matrixWorld),i.position.copy(Hh),Wh.copy(i.position),Wh.add(this._cubeDirections[e]),i.up.copy(this._cubeUps[e]),i.lookAt(Wh),i.updateMatrixWorld(),n.makeTranslation(-Hh.x,-Hh.y,-Hh.z),Vh.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(Vh)}}class qh extends Nh{constructor(t,e,i=0,n=2){super(t,e),this.isPointLight=!0,this.type="PointLight",this.distance=i,this.decay=n,this.shadow=new jh}get power(){return 4*this.intensity*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.decay=t.decay,this.shadow=t.shadow.clone(),this}}class Xh extends Fh{constructor(){super(new Xr(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class Yh extends Nh{constructor(t,e){super(t,e),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(xn.DEFAULT_UP),this.updateMatrix(),this.target=new xn,this.shadow=new Xh}dispose(){this.shadow.dispose()}copy(t){return super.copy(t),this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}class Zh extends Nh{constructor(t,e){super(t,e),this.isAmbientLight=!0,this.type="AmbientLight"}}class Jh extends Nh{constructor(t,e,i=10,n=10){super(t,e),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=i,this.height=n}get power(){return this.intensity*this.width*this.height*Math.PI}set power(t){this.intensity=t/(this.width*this.height*Math.PI)}copy(t){return super.copy(t),this.width=t.width,this.height=t.height,this}toJSON(t){const e=super.toJSON(t);return e.object.width=this.width,e.object.height=this.height,e}}class Kh{constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let t=0;t<9;t++)this.coefficients.push(new $e)}set(t){for(let e=0;e<9;e++)this.coefficients[e].copy(t[e]);return this}zero(){for(let t=0;t<9;t++)this.coefficients[t].set(0,0,0);return this}getAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.282095),e.addScaledVector(s[1],.488603*n),e.addScaledVector(s[2],.488603*r),e.addScaledVector(s[3],.488603*i),e.addScaledVector(s[4],i*n*1.092548),e.addScaledVector(s[5],n*r*1.092548),e.addScaledVector(s[6],.315392*(3*r*r-1)),e.addScaledVector(s[7],i*r*1.092548),e.addScaledVector(s[8],.546274*(i*i-n*n)),e}getIrradianceAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.886227),e.addScaledVector(s[1],1.023328*n),e.addScaledVector(s[2],1.023328*r),e.addScaledVector(s[3],1.023328*i),e.addScaledVector(s[4],.858086*i*n),e.addScaledVector(s[5],.858086*n*r),e.addScaledVector(s[6],.743125*r*r-.247708),e.addScaledVector(s[7],.858086*i*r),e.addScaledVector(s[8],.429043*(i*i-n*n)),e}add(t){for(let e=0;e<9;e++)this.coefficients[e].add(t.coefficients[e]);return this}addScaledSH(t,e){for(let i=0;i<9;i++)this.coefficients[i].addScaledVector(t.coefficients[i],e);return this}scale(t){for(let e=0;e<9;e++)this.coefficients[e].multiplyScalar(t);return this}lerp(t,e){for(let i=0;i<9;i++)this.coefficients[i].lerp(t.coefficients[i],e);return this}equals(t){for(let e=0;e<9;e++)if(!this.coefficients[e].equals(t.coefficients[e]))return!1;return!0}copy(t){return this.set(t.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(t,e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].fromArray(t,e+3*n);return this}toArray(t=[],e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].toArray(t,e+3*n);return t}static getBasisAt(t,e){const i=t.x,n=t.y,r=t.z;e[0]=.282095,e[1]=.488603*n,e[2]=.488603*r,e[3]=.488603*i,e[4]=1.092548*i*n,e[5]=1.092548*n*r,e[6]=.315392*(3*r*r-1),e[7]=1.092548*i*r,e[8]=.546274*(i*i-n*n)}}class $h extends Nh{constructor(t=new Kh,e=1){super(void 0,e),this.isLightProbe=!0,this.sh=t}copy(t){return super.copy(t),this.sh.copy(t.sh),this}fromJSON(t){return this.intensity=t.intensity,this.sh.fromArray(t.sh),this}toJSON(t){const e=super.toJSON(t);return e.object.sh=this.sh.toArray(),e}}class Qh extends Lh{constructor(t){super(t),this.textures={}}load(t,e,i,n){const r=this,s=new Ih(r.manager);s.setPath(r.path),s.setRequestHeader(r.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=this.textures;function i(t){return void 0===e[t]&&console.warn("THREE.MaterialLoader: Undefined texture",t),e[t]}const n=Qh.createMaterialFromType(t.type);if(void 0!==t.uuid&&(n.uuid=t.uuid),void 0!==t.name&&(n.name=t.name),void 0!==t.color&&void 0!==n.color&&n.color.setHex(t.color),void 0!==t.roughness&&(n.roughness=t.roughness),void 0!==t.metalness&&(n.metalness=t.metalness),void 0!==t.sheen&&(n.sheen=t.sheen),void 0!==t.sheenColor&&(n.sheenColor=(new zn).setHex(t.sheenColor)),void 0!==t.sheenRoughness&&(n.sheenRoughness=t.sheenRoughness),void 0!==t.emissive&&void 0!==n.emissive&&n.emissive.setHex(t.emissive),void 0!==t.specular&&void 0!==n.specular&&n.specular.setHex(t.specular),void 0!==t.specularIntensity&&(n.specularIntensity=t.specularIntensity),void 0!==t.specularColor&&void 0!==n.specularColor&&n.specularColor.setHex(t.specularColor),void 0!==t.shininess&&(n.shininess=t.shininess),void 0!==t.clearcoat&&(n.clearcoat=t.clearcoat),void 0!==t.clearcoatRoughness&&(n.clearcoatRoughness=t.clearcoatRoughness),void 0!==t.iridescence&&(n.iridescence=t.iridescence),void 0!==t.iridescenceIOR&&(n.iridescenceIOR=t.iridescenceIOR),void 0!==t.iridescenceThicknessRange&&(n.iridescenceThicknessRange=t.iridescenceThicknessRange),void 0!==t.transmission&&(n.transmission=t.transmission),void 0!==t.thickness&&(n.thickness=t.thickness),void 0!==t.attenuationDistance&&(n.attenuationDistance=t.attenuationDistance),void 0!==t.attenuationColor&&void 0!==n.attenuationColor&&n.attenuationColor.setHex(t.attenuationColor),void 0!==t.fog&&(n.fog=t.fog),void 0!==t.flatShading&&(n.flatShading=t.flatShading),void 0!==t.blending&&(n.blending=t.blending),void 0!==t.combine&&(n.combine=t.combine),void 0!==t.side&&(n.side=t.side),void 0!==t.shadowSide&&(n.shadowSide=t.shadowSide),void 0!==t.opacity&&(n.opacity=t.opacity),void 0!==t.transparent&&(n.transparent=t.transparent),void 0!==t.alphaTest&&(n.alphaTest=t.alphaTest),void 0!==t.depthTest&&(n.depthTest=t.depthTest),void 0!==t.depthWrite&&(n.depthWrite=t.depthWrite),void 0!==t.colorWrite&&(n.colorWrite=t.colorWrite),void 0!==t.stencilWrite&&(n.stencilWrite=t.stencilWrite),void 0!==t.stencilWriteMask&&(n.stencilWriteMask=t.stencilWriteMask),void 0!==t.stencilFunc&&(n.stencilFunc=t.stencilFunc),void 0!==t.stencilRef&&(n.stencilRef=t.stencilRef),void 0!==t.stencilFuncMask&&(n.stencilFuncMask=t.stencilFuncMask),void 0!==t.stencilFail&&(n.stencilFail=t.stencilFail),void 0!==t.stencilZFail&&(n.stencilZFail=t.stencilZFail),void 0!==t.stencilZPass&&(n.stencilZPass=t.stencilZPass),void 0!==t.wireframe&&(n.wireframe=t.wireframe),void 0!==t.wireframeLinewidth&&(n.wireframeLinewidth=t.wireframeLinewidth),void 0!==t.wireframeLinecap&&(n.wireframeLinecap=t.wireframeLinecap),void 0!==t.wireframeLinejoin&&(n.wireframeLinejoin=t.wireframeLinejoin),void 0!==t.rotation&&(n.rotation=t.rotation),1!==t.linewidth&&(n.linewidth=t.linewidth),void 0!==t.dashSize&&(n.dashSize=t.dashSize),void 0!==t.gapSize&&(n.gapSize=t.gapSize),void 0!==t.scale&&(n.scale=t.scale),void 0!==t.polygonOffset&&(n.polygonOffset=t.polygonOffset),void 0!==t.polygonOffsetFactor&&(n.polygonOffsetFactor=t.polygonOffsetFactor),void 0!==t.polygonOffsetUnits&&(n.polygonOffsetUnits=t.polygonOffsetUnits),void 0!==t.dithering&&(n.dithering=t.dithering),void 0!==t.alphaToCoverage&&(n.alphaToCoverage=t.alphaToCoverage),void 0!==t.premultipliedAlpha&&(n.premultipliedAlpha=t.premultipliedAlpha),void 0!==t.forceSinglePass&&(n.forceSinglePass=t.forceSinglePass),void 0!==t.visible&&(n.visible=t.visible),void 0!==t.toneMapped&&(n.toneMapped=t.toneMapped),void 0!==t.userData&&(n.userData=t.userData),void 0!==t.vertexColors&&("number"==typeof t.vertexColors?n.vertexColors=t.vertexColors>0:n.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(n.uniforms[e]={},r.type){case"t":n.uniforms[e].value=i(r.value);break;case"c":n.uniforms[e].value=(new zn).setHex(r.value);break;case"v2":n.uniforms[e].value=(new We).fromArray(r.value);break;case"v3":n.uniforms[e].value=(new $e).fromArray(r.value);break;case"v4":n.uniforms[e].value=(new fi).fromArray(r.value);break;case"m3":n.uniforms[e].value=(new je).fromArray(r.value);break;case"m4":n.uniforms[e].value=(new qi).fromArray(r.value);break;default:n.uniforms[e].value=r.value}}if(void 0!==t.defines&&(n.defines=t.defines),void 0!==t.vertexShader&&(n.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(n.fragmentShader=t.fragmentShader),void 0!==t.glslVersion&&(n.glslVersion=t.glslVersion),void 0!==t.extensions)for(const e in t.extensions)n.extensions[e]=t.extensions[e];if(void 0!==t.size&&(n.size=t.size),void 0!==t.sizeAttenuation&&(n.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(n.map=i(t.map)),void 0!==t.matcap&&(n.matcap=i(t.matcap)),void 0!==t.alphaMap&&(n.alphaMap=i(t.alphaMap)),void 0!==t.bumpMap&&(n.bumpMap=i(t.bumpMap)),void 0!==t.bumpScale&&(n.bumpScale=t.bumpScale),void 0!==t.normalMap&&(n.normalMap=i(t.normalMap)),void 0!==t.normalMapType&&(n.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),n.normalScale=(new We).fromArray(e)}return void 0!==t.displacementMap&&(n.displacementMap=i(t.displacementMap)),void 0!==t.displacementScale&&(n.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(n.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(n.roughnessMap=i(t.roughnessMap)),void 0!==t.metalnessMap&&(n.metalnessMap=i(t.metalnessMap)),void 0!==t.emissiveMap&&(n.emissiveMap=i(t.emissiveMap)),void 0!==t.emissiveIntensity&&(n.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(n.specularMap=i(t.specularMap)),void 0!==t.specularIntensityMap&&(n.specularIntensityMap=i(t.specularIntensityMap)),void 0!==t.specularColorMap&&(n.specularColorMap=i(t.specularColorMap)),void 0!==t.envMap&&(n.envMap=i(t.envMap)),void 0!==t.envMapIntensity&&(n.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(n.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(n.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(n.lightMap=i(t.lightMap)),void 0!==t.lightMapIntensity&&(n.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(n.aoMap=i(t.aoMap)),void 0!==t.aoMapIntensity&&(n.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(n.gradientMap=i(t.gradientMap)),void 0!==t.clearcoatMap&&(n.clearcoatMap=i(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(n.clearcoatRoughnessMap=i(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(n.clearcoatNormalMap=i(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(n.clearcoatNormalScale=(new We).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(n.iridescenceMap=i(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(n.iridescenceThicknessMap=i(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(n.transmissionMap=i(t.transmissionMap)),void 0!==t.thicknessMap&&(n.thicknessMap=i(t.thicknessMap)),void 0!==t.sheenColorMap&&(n.sheenColorMap=i(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(n.sheenRoughnessMap=i(t.sheenRoughnessMap)),n}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:Zc,SpriteMaterial:wo,RawShaderMaterial:Jc,ShaderMaterial:yr,PointsMaterial:xl,MeshPhysicalMaterial:$c,MeshStandardMaterial:Kc,MeshPhongMaterial:Qc,MeshToonMaterial:th,MeshNormalMaterial:eh,MeshLambertMaterial:ih,MeshDepthMaterial:Qa,MeshDistanceMaterial:to,MeshBasicMaterial:Bn,MeshMatcapMaterial:nh,LineDashedMaterial:rh,LineBasicMaterial:ol,Material:Pn}[t]}}class tu{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let i=0,n=t.length;i0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t0&&this._mixBufferRegionAdditive(i,n,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(i[t]!==i[t+e]){a.setValue(i,n);break}}saveOriginalState(){const t=this.binding,e=this.buffer,i=this.valueSize,n=i*this._origIndex;t.getValue(e,n);for(let t=i,r=n;t!==r;++t)e[t]=e[n+t%i];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let i=t;i=.5)for(let n=0;n!==r;++n)t[e+n]=t[i+n]}_slerp(t,e,i,n){Ke.slerpFlat(t,e,t,e,t,i,n)}_slerpAdditive(t,e,i,n,r){const s=this._workIndex*r;Ke.multiplyQuaternionsFlat(t,s,t,e,t,i),Ke.slerpFlat(t,e,t,e,t,s,n)}_lerp(t,e,i,n,r){const s=1-n;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[i+a]*n}}_lerpAdditive(t,e,i,n,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[i+s]*n}}}const Su="\\[\\]\\.:\\/",wu=new RegExp("["+Su+"]","g"),Tu="[^"+Su+"]",Au="[^"+Su.replace("\\.","")+"]",Eu=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",Tu)+/(WCOD+)?/.source.replace("WCOD",Au)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Tu)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Tu)+"$"),Cu=["material","materials","bones","map"];class Lu{constructor(t,e,i){this.path=e,this.parsedPath=i||Lu.parseTrackName(e),this.node=Lu.findNode(t,this.parsedPath.nodeName),this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,i){return t&&t.isAnimationObjectGroup?new Lu.Composite(t,e,i):new Lu(t,e,i)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(wu,"")}static parseTrackName(t){const e=Eu.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const i={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},n=i.nodeName&&i.nodeName.lastIndexOf(".");if(void 0!==n&&-1!==n){const t=i.nodeName.substring(n+1);-1!==Cu.indexOf(t)&&(i.nodeName=i.nodeName.substring(0,n),i.objectName=t)}if(null===i.propertyName||0===i.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return i}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const i=t.skeleton.getBoneByName(e);if(void 0!==i)return i}if(t.children){const i=function(t){for(let n=0;n0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===ge)for(let i=0,n=t.length;i!==n;++i)t[i].evaluate(s),e[i].accumulateAdditive(a);else for(let i=0,r=t.length;i!==r;++i)t[i].evaluate(s),e[i].accumulate(n,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const i=this._weightInterpolant;if(null!==i){const n=i.evaluate(t)[0];e*=n,t>i.parameterPositions[1]&&(this.stopFading(),0===n&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const i=this._timeScaleInterpolant;if(null!==i){e*=i.evaluate(t)[0],t>i.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,i=this.loop;let n=this.time+t,r=this._loopCount;const s=2202===i;if(0===t)return-1===r?n:s&&1==(1&r)?e-n:n;if(2200===i){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(n>=e)n=e;else{if(!(n<0)){this.time=n;break t}n=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),n>=e||n<0){const i=Math.floor(n/e);n-=e*i,r+=Math.abs(i);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,n=t>0?e:0,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=n,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:i})}}else this.time=n;if(s&&1==(1&r))return e-n}return n}_setEndings(t,e,i){const n=this._interpolantSettings;i?(n.endingStart=pe,n.endingEnd=pe):(n.endingStart=t?this.zeroSlopeAtStart?pe:de:me,n.endingEnd=e?this.zeroSlopeAtEnd?pe:de:me)}_scheduleFading(t,e,i){const n=this._mixer,r=n.time;let s=this._weightInterpolant;null===s&&(s=n._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=i,this}}const Pu=new Float32Array(1);class Iu{constructor(t){this.value=t}clone(){return new Iu(void 0===this.value.clone?this.value:this.value.clone())}}let Du=0;function Nu(t,e){return t.distance-e.distance}function Ou(t,e,i,n){if(t.layers.test(e.layers)&&t.raycast(e,i),!0===n){const n=t.children;for(let t=0,r=n.length;t>-e-14,n[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(n[t]=e+15<<10,n[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(n[t]=31744,n[256|t]=64512,r[t]=24,r[256|t]=24):(n[t]=31744,n[256|t]=64512,r[t]=13,r[256|t]=13)}const s=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,i=0;for(;0==(8388608&e);)e<<=1,i-=8388608;e&=-8388609,i+=947912704,s[t]=e|i}for(let t=1024;t<2048;++t)s[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)a[t]=t<<23;a[31]=1199570944,a[32]=2147483648;for(let t=33;t<63;++t)a[t]=2147483648+(t-32<<23);a[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(o[t]=1024);return{floatView:e,uint32View:i,baseTable:n,shiftTable:r,mantissaTable:s,exponentTable:a,offsetTable:o}}const sd={toHalfFloat:function(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=Oe(t,-65504,65504),nd.floatView[0]=t;const e=nd.uint32View[0],i=e>>23&511;return nd.baseTable[i]+((8388607&e)>>nd.shiftTable[i])},fromHalfFloat:function(t){const e=t>>10;return nd.uint32View[0]=nd.mantissaTable[nd.offsetTable[e]+(1023&t)]+nd.exponentTable[e],nd.floatView[0]}};"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:e}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=e),t.ACESFilmicToneMapping=Y,t.AddEquation=v,t.AddOperation=H,t.AdditiveAnimationBlendMode=ge,t.AdditiveBlending=p,t.AlphaFormat=bt,t.AlwaysDepth=N,t.AlwaysStencilFunc=519,t.AmbientLight=Zh,t.AmbientLightProbe=class extends $h{constructor(t,e=1){super(void 0,e),this.isAmbientLightProbe=!0;const i=(new zn).set(t);this.sh.coefficients[0].set(i.r,i.g,i.b).multiplyScalar(2*Math.sqrt(Math.PI))}},t.AnimationClip=wh,t.AnimationLoader=class extends Lh{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new Ih(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=[];for(let i=0;i=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,i=this._nActiveActions,n=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==i;++a){e[a]._update(n,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;t=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=n;t!==e;++t){const e=i[t],n=e[s],r=e[l];e[l]=n,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,i=this._bindings,n=i.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=n;t!==e;++t){const e=i[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const i=this._bindingsIndicesByPath;let n=i[t];const r=this._bindings;if(void 0!==n)return r[n];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);n=r.length,i[t]=n,s.push(t),a.push(e),r.push(h);for(let i=c,n=o.length;i!==n;++i){const n=o[i];h[i]=new Lu(n,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,i=e[t];if(void 0!==i){const n=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=i,s[i]=o,s.pop(),r[i]=r[a],r.pop(),n[i]=n[a],n.pop()}}},t.AnimationUtils=uh,t.ArcCurve=Cl,t.ArrayCamera=oo,t.ArrowHelper=class extends xn{constructor(t=new $e(0,0,1),e=new $e(0,0,0),i=1,n=16776960,r=.2*i,s=.2*r){super(),this.type="ArrowHelper",void 0===ed&&(ed=new $n,ed.setAttribute("position",new Wn([0,0,0,0,1,0],3)),id=new Kl(0,.5,1,5,1),id.translate(0,-.5,0)),this.position.copy(e),this.line=new pl(ed,new ol({color:n,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new pr(id,new Bn({color:n,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(t),this.setLength(i,r,s)}setDirection(t){if(t.y>.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{td.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(td,e)}}setLength(t,e=.2*t,i=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(i,e,i),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}},t.Audio=vu,t.AudioAnalyser=class{constructor(t,e=2048){this.analyser=t.context.createAnalyser(),this.analyser.fftSize=e,this.data=new Uint8Array(this.analyser.frequencyBinCount),t.getOutput().connect(this.analyser)}getFrequencyData(){return this.analyser.getByteFrequencyData(this.data),this.data}getAverageFrequency(){let t=0;const e=this.getFrequencyData();for(let i=0;ithis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,zu).distanceTo(t)}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}},t.Box3=_i,t.Box3Helper=class extends gl{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new $n;n.setIndex(new Gn(i,1)),n.setAttribute("position",new Wn([1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1],3)),super(n,new ol({color:e,toneMapped:!1})),this.box=t,this.type="Box3Helper",this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;e.isEmpty()||(e.getCenter(this.position),e.getSize(this.scale),this.scale.multiplyScalar(.5),super.updateMatrixWorld(t))}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BoxBufferGeometry=class extends fr{constructor(t,e,i,n,r,s){console.warn("THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry."),super(t,e,i,n,r,s)}},t.BoxGeometry=fr,t.BoxHelper=class extends gl{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new Float32Array(24),r=new $n;r.setIndex(new Gn(i,1)),r.setAttribute("position",new Gn(n,3)),super(r,new ol({color:e,toneMapped:!1})),this.object=t,this.type="BoxHelper",this.matrixAutoUpdate=!1,this.update()}update(t){if(void 0!==t&&console.warn("THREE.BoxHelper: .update() has no longer arguments."),void 0!==this.object&&Qu.setFromObject(this.object),Qu.isEmpty())return;const e=Qu.min,i=Qu.max,n=this.geometry.attributes.position,r=n.array;r[0]=i.x,r[1]=i.y,r[2]=i.z,r[3]=e.x,r[4]=i.y,r[5]=i.z,r[6]=e.x,r[7]=e.y,r[8]=i.z,r[9]=i.x,r[10]=e.y,r[11]=i.z,r[12]=i.x,r[13]=i.y,r[14]=e.z,r[15]=e.x,r[16]=i.y,r[17]=e.z,r[18]=e.x,r[19]=e.y,r[20]=e.z,r[21]=i.x,r[22]=e.y,r[23]=e.z,n.needsUpdate=!0,this.geometry.computeBoundingSphere()}setFromObject(t){return this.object=t,this.update(),this}copy(t,e){return super.copy(t,e),this.object=t.object,this}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BufferAttribute=Gn,t.BufferGeometry=$n,t.BufferGeometryLoader=iu,t.ByteType=dt,t.Cache=Ah,t.Camera=Mr,t.CameraHelper=class extends gl{constructor(t){const e=new $n,i=new ol({color:16777215,vertexColors:!0,toneMapped:!1}),n=[],r=[],s={};function a(t,e){o(t),o(e)}function o(t){n.push(0,0,0),r.push(0,0,0),void 0===s[t]&&(s[t]=[]),s[t].push(n.length/3-1)}a("n1","n2"),a("n2","n4"),a("n4","n3"),a("n3","n1"),a("f1","f2"),a("f2","f4"),a("f4","f3"),a("f3","f1"),a("n1","f1"),a("n2","f2"),a("n3","f3"),a("n4","f4"),a("p","n1"),a("p","n2"),a("p","n3"),a("p","n4"),a("u1","u2"),a("u2","u3"),a("u3","u1"),a("c","t"),a("p","c"),a("cn1","cn2"),a("cn3","cn4"),a("cf1","cf2"),a("cf3","cf4"),e.setAttribute("position",new Wn(n,3)),e.setAttribute("color",new Wn(r,3)),super(e,i),this.type="CameraHelper",this.camera=t,this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.pointMap=s,this.update();const l=new zn(16755200),c=new zn(16711680),h=new zn(43775),u=new zn(16777215),d=new zn(3355443);this.setColors(l,c,h,u,d)}setColors(t,e,i,n,r){const s=this.geometry.getAttribute("color");s.setXYZ(0,t.r,t.g,t.b),s.setXYZ(1,t.r,t.g,t.b),s.setXYZ(2,t.r,t.g,t.b),s.setXYZ(3,t.r,t.g,t.b),s.setXYZ(4,t.r,t.g,t.b),s.setXYZ(5,t.r,t.g,t.b),s.setXYZ(6,t.r,t.g,t.b),s.setXYZ(7,t.r,t.g,t.b),s.setXYZ(8,t.r,t.g,t.b),s.setXYZ(9,t.r,t.g,t.b),s.setXYZ(10,t.r,t.g,t.b),s.setXYZ(11,t.r,t.g,t.b),s.setXYZ(12,t.r,t.g,t.b),s.setXYZ(13,t.r,t.g,t.b),s.setXYZ(14,t.r,t.g,t.b),s.setXYZ(15,t.r,t.g,t.b),s.setXYZ(16,t.r,t.g,t.b),s.setXYZ(17,t.r,t.g,t.b),s.setXYZ(18,t.r,t.g,t.b),s.setXYZ(19,t.r,t.g,t.b),s.setXYZ(20,t.r,t.g,t.b),s.setXYZ(21,t.r,t.g,t.b),s.setXYZ(22,t.r,t.g,t.b),s.setXYZ(23,t.r,t.g,t.b),s.setXYZ(24,e.r,e.g,e.b),s.setXYZ(25,e.r,e.g,e.b),s.setXYZ(26,e.r,e.g,e.b),s.setXYZ(27,e.r,e.g,e.b),s.setXYZ(28,e.r,e.g,e.b),s.setXYZ(29,e.r,e.g,e.b),s.setXYZ(30,e.r,e.g,e.b),s.setXYZ(31,e.r,e.g,e.b),s.setXYZ(32,i.r,i.g,i.b),s.setXYZ(33,i.r,i.g,i.b),s.setXYZ(34,i.r,i.g,i.b),s.setXYZ(35,i.r,i.g,i.b),s.setXYZ(36,i.r,i.g,i.b),s.setXYZ(37,i.r,i.g,i.b),s.setXYZ(38,n.r,n.g,n.b),s.setXYZ(39,n.r,n.g,n.b),s.setXYZ(40,r.r,r.g,r.b),s.setXYZ(41,r.r,r.g,r.b),s.setXYZ(42,r.r,r.g,r.b),s.setXYZ(43,r.r,r.g,r.b),s.setXYZ(44,r.r,r.g,r.b),s.setXYZ(45,r.r,r.g,r.b),s.setXYZ(46,r.r,r.g,r.b),s.setXYZ(47,r.r,r.g,r.b),s.setXYZ(48,r.r,r.g,r.b),s.setXYZ(49,r.r,r.g,r.b),s.needsUpdate=!0}update(){const t=this.geometry,e=this.pointMap;Ku.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse),$u("c",e,t,Ku,0,0,-1),$u("t",e,t,Ku,0,0,1),$u("n1",e,t,Ku,-1,-1,-1),$u("n2",e,t,Ku,1,-1,-1),$u("n3",e,t,Ku,-1,1,-1),$u("n4",e,t,Ku,1,1,-1),$u("f1",e,t,Ku,-1,-1,1),$u("f2",e,t,Ku,1,-1,1),$u("f3",e,t,Ku,-1,1,1),$u("f4",e,t,Ku,1,1,1),$u("u1",e,t,Ku,.7,1.1,-1),$u("u2",e,t,Ku,-.7,1.1,-1),$u("u3",e,t,Ku,0,2,-1),$u("cf1",e,t,Ku,-1,0,1),$u("cf2",e,t,Ku,1,0,1),$u("cf3",e,t,Ku,0,-1,1),$u("cf4",e,t,Ku,0,1,1),$u("cn1",e,t,Ku,-1,0,-1),$u("cn2",e,t,Ku,1,0,-1),$u("cn3",e,t,Ku,0,-1,-1),$u("cn4",e,t,Ku,0,1,-1),t.getAttribute("position").needsUpdate=!0}dispose(){this.geometry.dispose(),this.material.dispose()}},t.CanvasTexture=class extends mi{constructor(t,e,i,n,r,s,a,o,l){super(t,e,i,n,r,s,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}},t.CapsuleBufferGeometry=class extends Zl{constructor(t,e,i,n){console.warn("THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry."),super(t,e,i,n)}},t.CapsuleGeometry=Zl,t.CatmullRomCurve3=Nl,t.CineonToneMapping=X,t.CircleBufferGeometry=class extends Jl{constructor(t,e,i,n){console.warn("THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry."),super(t,e,i,n)}},t.CircleGeometry=Jl,t.ClampToEdgeWrapping=nt,t.Clock=uu,t.Color=zn,t.ColorKeyframeTrack=xh,t.ColorManagement=li,t.CompressedArrayTexture=class extends Tl{constructor(t,e,i,n,r,s){super(t,e,i,r,s),this.isCompressedArrayTexture=!0,this.image.depth=n,this.wrapR=nt}},t.CompressedTexture=Tl,t.CompressedTextureLoader=class extends Lh{constructor(t){super(t)}load(t,e,i,n){const r=this,s=[],a=new Tl,o=new Ih(this.manager);o.setPath(this.path),o.setResponseType("arraybuffer"),o.setRequestHeader(this.requestHeader),o.setWithCredentials(r.withCredentials);let l=0;function c(c){o.load(t[c],(function(t){const 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Tt(t,e){return(t%e+e)%e}function At(t,e,i){return(1-i)*t+i*e}function Et(t){return 0==(t&t-1)&&0!==t}function Ct(t){return Math.pow(2,Math.ceil(Math.log(t)/Math.LN2))}function Lt(t){return Math.pow(2,Math.floor(Math.log(t)/Math.LN2))}function Rt(t,e){switch(e.constructor){case Float32Array:return t;case Uint16Array:return t/65535;case Uint8Array:return t/255;case Int16Array:return Math.max(t/32767,-1);case Int8Array:return Math.max(t/127,-1);default:throw new Error("Invalid component type.")}}function Pt(t,e){switch(e.constructor){case Float32Array:return t;case Uint16Array:return Math.round(65535*t);case Uint8Array:return Math.round(255*t);case Int16Array:return Math.round(32767*t);case Int8Array:return Math.round(127*t);default:throw new Error("Invalid component type.")}}const It={DEG2RAD:Mt,RAD2DEG:bt,generateUUID:wt,clamp:St,euclideanModulo:Tt,mapLinear:function(t,e,i,n,r){return n+(t-e)*(r-n)/(i-e)},inverseLerp:function(t,e,i){return t!==e?(i-t)/(e-t):0},lerp:At,damp:function(t,e,i,n){return At(t,e,1-Math.exp(-i*n))},pingpong:function(t,e=1){return e-Math.abs(Tt(t,2*e)-e)},smoothstep:function(t,e,i){return t<=e?0:t>=i?1:(t=(t-e)/(i-e))*t*(3-2*t)},smootherstep:function(t,e,i){return t<=e?0:t>=i?1:(t=(t-e)/(i-e))*t*t*(t*(6*t-15)+10)},randInt:function(t,e){return t+Math.floor(Math.random()*(e-t+1))},randFloat:function(t,e){return t+Math.random()*(e-t)},randFloatSpread:function(t){return t*(.5-Math.random())},seededRandom:function(t){void 0!==t&&(yt=t);let e=yt+=1831565813;return e=Math.imul(e^e>>>15,1|e),e^=e+Math.imul(e^e>>>7,61|e),((e^e>>>14)>>>0)/4294967296},degToRad:function(t){return t*Mt},radToDeg:function(t){return t*bt},isPowerOfTwo:Et,ceilPowerOfTwo:Ct,floorPowerOfTwo:Lt,setQuaternionFromProperEuler:function(t,e,i,n,r){const s=Math.cos,a=Math.sin,o=s(i/2),l=a(i/2),c=s((e+n)/2),h=a((e+n)/2),u=s((e-n)/2),d=a((e-n)/2),p=s((n-e)/2),m=a((n-e)/2);switch(r){case"XYX":t.set(o*h,l*u,l*d,o*c);break;case"YZY":t.set(l*d,o*h,l*u,o*c);break;case"ZXZ":t.set(l*u,l*d,o*h,o*c);break;case"XZX":t.set(o*h,l*m,l*p,o*c);break;case"YXY":t.set(l*p,o*h,l*m,o*c);break;case"ZYZ":t.set(l*m,l*p,o*h,o*c);break;default:console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: "+r)}},normalize:Pt,denormalize:Rt};class Dt{constructor(t=0,e=0){Dt.prototype.isVector2=!0,this.x=t,this.y=e}get width(){return this.x}set width(t){this.x=t}get height(){return this.y}set height(t){this.y=t}set(t,e){return this.x=t,this.y=e,this}setScalar(t){return this.x=t,this.y=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y)}copy(t){return this.x=t.x,this.y=t.y,this}add(t){return this.x+=t.x,this.y+=t.y,this}addScalar(t){return this.x+=t,this.y+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,i=this.y,n=t.elements;return this.x=n[0]*e+n[3]*i+n[6],this.y=n[1]*e+n[4]*i+n[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return 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}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y;return e*e+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const i=Math.cos(e),n=Math.sin(e),r=this.x-t.x,s=this.y-t.y;return this.x=r*i-s*n+t.x,this.y=r*n+s*i+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class Nt{constructor(){Nt.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1]}set(t,e,i,n,r,s,a,o,l){const c=this.elements;return c[0]=t,c[1]=n,c[2]=a,c[3]=e,c[4]=r,c[5]=o,c[6]=i,c[7]=s,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],this}extractBasis(t,e,i){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),i.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[3],o=i[6],l=i[1],c=i[4],h=i[7],u=i[2],d=i[5],p=i[8],m=n[0],f=n[3],g=n[6],v=n[1],x=n[4],_=n[7],y=n[2],M=n[5],b=n[8];return r[0]=s*m+a*v+o*y,r[3]=s*f+a*x+o*M,r[6]=s*g+a*_+o*b,r[1]=l*m+c*v+h*y,r[4]=l*f+c*x+h*M,r[7]=l*g+c*_+h*b,r[2]=u*m+d*v+p*y,r[5]=u*f+d*x+p*M,r[8]=u*g+d*_+p*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-i*r*c+i*a*o+n*r*l-n*s*o}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+i*u+n*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const m=1/p;return t[0]=h*m,t[1]=(n*l-c*i)*m,t[2]=(a*i-n*s)*m,t[3]=u*m,t[4]=(c*e-n*o)*m,t[5]=(n*r-a*e)*m,t[6]=d*m,t[7]=(i*o-l*e)*m,t[8]=(s*e-i*r)*m,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,i,n,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(i*o,i*l,-i*(o*s+l*a)+s+t,-n*l,n*o,-n*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){return this.premultiply(Ot.makeScale(t,e)),this}rotate(t){return this.premultiply(Ot.makeRotation(-t)),this}translate(t,e){return this.premultiply(Ot.makeTranslation(t,e)),this}makeTranslation(t,e){return this.set(1,0,t,0,1,e,0,0,1),this}makeRotation(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,i,e,0,0,0,1),this}makeScale(t,e){return this.set(t,0,0,0,e,0,0,0,1),this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<9;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<9;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}const Ot=new Nt;function zt(t){for(let e=t.length-1;e>=0;--e)if(t[e]>=65535)return!0;return!1}const Ut={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function Bt(t,e){return new Ut[t](e)}function Ft(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)}class kt{constructor(t=0,e=0,i=0,n=1){this.isQuaternion=!0,this._x=t,this._y=e,this._z=i,this._w=n}static slerpFlat(t,e,i,n,r,s,a){let o=i[n+0],l=i[n+1],c=i[n+2],h=i[n+3];const u=r[s+0],d=r[s+1],p=r[s+2],m=r[s+3];if(0===a)return t[e+0]=o,t[e+1]=l,t[e+2]=c,void(t[e+3]=h);if(1===a)return t[e+0]=u,t[e+1]=d,t[e+2]=p,void(t[e+3]=m);if(h!==m||o!==u||l!==d||c!==p){let t=1-a;const e=o*u+l*d+c*p+h*m,i=e>=0?1:-1,n=1-e*e;if(n>Number.EPSILON){const r=Math.sqrt(n),s=Math.atan2(r,e*i);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*i;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+m*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,i,n,r,s){const a=i[n],o=i[n+1],l=i[n+2],c=i[n+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,i,n){return this._x=t,this._y=e,this._z=i,this._w=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){const i=t._x,n=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(i/2),c=a(n/2),h=a(r/2),u=o(i/2),d=o(n/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const i=e/2,n=Math.sin(i);return this._x=t.x*n,this._y=t.y*n,this._z=t.z*n,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,i=e[0],n=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=i+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-n)*t}else if(i>a&&i>h){const t=2*Math.sqrt(1+i-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(n+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-i-h);this._w=(r-l)/t,this._x=(n+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-i-a);this._w=(s-n)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let i=t.dot(e)+1;return iMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=i):(this._x=0,this._y=-t.z,this._z=t.y,this._w=i)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=i),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(St(this.dot(t),-1,1)))}rotateTowards(t,e){const i=this.angleTo(t);if(0===i)return this;const n=Math.min(1,e/i);return this.slerp(t,n),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t){return this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const i=t._x,n=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=i*c+s*a+n*l-r*o,this._y=n*c+s*o+r*a-i*l,this._z=r*c+s*l+i*o-n*a,this._w=s*c-i*a-n*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const i=this._x,n=this._y,r=this._z,s=this._w;let a=s*t._w+i*t._x+n*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=i,this._y=n,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*i+e*this._x,this._y=t*n+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=i*h+this._x*u,this._y=n*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,i){return this.copy(t).slerp(e,i)}random(){const t=Math.random(),e=Math.sqrt(1-t),i=Math.sqrt(t),n=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(e*Math.cos(n),i*Math.sin(r),i*Math.cos(r),e*Math.sin(n))}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class Gt{constructor(t=0,e=0,i=0){Gt.prototype.isVector3=!0,this.x=t,this.y=e,this.z=i}set(t,e,i){return void 0===i&&(i=this.z),this.x=t,this.y=e,this.z=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return this.applyQuaternion(Ht.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Ht.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[3]*i+r[6]*n,this.y=r[1]*e+r[4]*i+r[7]*n,this.z=r[2]*e+r[5]*i+r[8]*n,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=t.elements,s=1/(r[3]*e+r[7]*i+r[11]*n+r[15]);return this.x=(r[0]*e+r[4]*i+r[8]*n+r[12])*s,this.y=(r[1]*e+r[5]*i+r[9]*n+r[13])*s,this.z=(r[2]*e+r[6]*i+r[10]*n+r[14])*s,this}applyQuaternion(t){const e=this.x,i=this.y,n=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*n-a*i,c=o*i+a*e-r*n,h=o*n+r*i-s*e,u=-r*e-s*i-a*n;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[4]*i+r[8]*n,this.y=r[1]*e+r[5]*i+r[9]*n,this.z=r[2]*e+r[6]*i+r[10]*n,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return 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}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this.z=t.z+(e.z-t.z)*i,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const i=t.x,n=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=n*o-r*a,this.y=r*s-i*o,this.z=i*a-n*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const i=t.dot(this)/e;return this.copy(t).multiplyScalar(i)}projectOnPlane(t){return Vt.copy(this).projectOnVector(t),this.sub(Vt)}reflect(t){return this.sub(Vt.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const i=this.dot(t)/e;return Math.acos(St(i,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y,n=this.z-t.z;return e*e+i*i+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,i){const n=Math.sin(e)*t;return this.x=n*Math.sin(i),this.y=Math.cos(e)*t,this.z=n*Math.cos(i),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,i){return this.x=t*Math.sin(e),this.y=i,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),i=this.setFromMatrixColumn(t,1).length(),n=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=i,this.z=n,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,i=Math.sqrt(1-t**2);return this.x=i*Math.cos(e),this.y=i*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const Vt=new Gt,Ht=new kt;function Wt(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function jt(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}const qt=(new Nt).fromArray([.8224621,.0331941,.0170827,.177538,.9668058,.0723974,-1e-7,1e-7,.9105199]),Xt=(new Nt).fromArray([1.2249401,-.0420569,-.0196376,-.2249404,1.0420571,-.0786361,1e-7,0,1.0982735]),Yt=new Gt;const Zt={[dt]:t=>t,[ut]:t=>t.convertSRGBToLinear(),[pt]:function(t){return t.convertSRGBToLinear(),Yt.set(t.r,t.g,t.b).applyMatrix3(Xt),t.setRGB(Yt.x,Yt.y,Yt.z)}},Jt={[dt]:t=>t,[ut]:t=>t.convertLinearToSRGB(),[pt]:function(t){return Yt.set(t.r,t.g,t.b).applyMatrix3(qt),t.setRGB(Yt.x,Yt.y,Yt.z).convertLinearToSRGB()}},Kt={enabled:!1,get legacyMode(){return console.warn("THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150."),!this.enabled},set legacyMode(t){console.warn("THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150."),this.enabled=!t},get workingColorSpace(){return dt},set workingColorSpace(t){console.warn("THREE.ColorManagement: .workingColorSpace is readonly.")},convert:function(t,e,i){if(!1===this.enabled||e===i||!e||!i)return t;const n=Zt[e],r=Jt[i];if(void 0===n||void 0===r)throw new Error(`Unsupported color space conversion, "${e}" to "${i}".`);return r(n(t))},fromWorkingColorSpace:function(t,e){return this.convert(t,this.workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this.workingColorSpace)}};let $t;class Qt{static getDataURL(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===$t&&($t=Ft("canvas")),$t.width=t.width,$t.height=t.height;const i=$t.getContext("2d");t instanceof ImageData?i.putImageData(t,0,0):i.drawImage(t,0,0,t.width,t.height),e=$t}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=Ft("canvas");e.width=t.width,e.height=t.height;const i=e.getContext("2d");i.drawImage(t,0,0,t.width,t.height);const n=i.getImageData(0,0,t.width,t.height),r=n.data;for(let t=0;t0&&(i.userData=this.userData),e||(t.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==n)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case c:t.x=t.x-Math.floor(t.x);break;case h:t.x=t.x<0?0:1;break;case u:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case c:t.y=t.y-Math.floor(t.y);break;case h:t.y=t.y<0?0:1;break;case u:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}}ne.DEFAULT_IMAGE=null,ne.DEFAULT_MAPPING=n,ne.DEFAULT_ANISOTROPY=1;class re{constructor(t=0,e=0,i=0,n=1){re.prototype.isVector4=!0,this.x=t,this.y=e,this.z=i,this.w=n}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,i,n){return this.x=t,this.y=e,this.z=i,this.w=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){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: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*i+s[8]*n+s[12]*r,this.y=s[1]*e+s[5]*i+s[9]*n+s[13]*r,this.z=s[2]*e+s[6]*i+s[10]*n+s[14]*r,this.w=s[3]*e+s[7]*i+s[11]*n+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,i,n,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],m=o[2],f=o[6],g=o[10];if(Math.abs(c-u)o&&t>v?tv?or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,i=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,he),he.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,i;return t.normal.x>0?(e=t.normal.x*this.min.x,i=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,i=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,i+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,i+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,i+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,i+=t.normal.z*this.min.z),e<=-t.constant&&i>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(xe),_e.subVectors(this.max,xe),de.subVectors(t.a,xe),pe.subVectors(t.b,xe),me.subVectors(t.c,xe),fe.subVectors(pe,de),ge.subVectors(me,pe),ve.subVectors(de,me);let e=[0,-fe.z,fe.y,0,-ge.z,ge.y,0,-ve.z,ve.y,fe.z,0,-fe.x,ge.z,0,-ge.x,ve.z,0,-ve.x,-fe.y,fe.x,0,-ge.y,ge.x,0,-ve.y,ve.x,0];return!!be(e,de,pe,me,_e)&&(e=[1,0,0,0,1,0,0,0,1],!!be(e,de,pe,me,_e)&&(ye.crossVectors(fe,ge),e=[ye.x,ye.y,ye.z],be(e,de,pe,me,_e)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,he).distanceTo(t)}getBoundingSphere(t){return this.isEmpty()?t.makeEmpty():(this.getCenter(t.center),t.radius=.5*this.getSize(he).length()),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(ce[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),ce[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),ce[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),ce[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),ce[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),ce[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),ce[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),ce[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(ce)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const ce=[new Gt,new Gt,new Gt,new Gt,new Gt,new Gt,new Gt,new Gt],he=new Gt,ue=new le,de=new Gt,pe=new Gt,me=new Gt,fe=new Gt,ge=new Gt,ve=new Gt,xe=new Gt,_e=new Gt,ye=new Gt,Me=new Gt;function be(t,e,i,n,r){for(let s=0,a=t.length-3;s<=a;s+=3){Me.fromArray(t,s);const a=r.x*Math.abs(Me.x)+r.y*Math.abs(Me.y)+r.z*Math.abs(Me.z),o=e.dot(Me),l=i.dot(Me),c=n.dot(Me);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const we=new le,Se=new Gt,Te=new Gt;class Ae{constructor(t=new Gt,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const i=this.center;void 0!==e?i.copy(e):we.setFromPoints(t).getCenter(i);let n=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){if(this.isEmpty())return this.center.copy(t),this.radius=0,this;Se.subVectors(t,this.center);const e=Se.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),i=.5*(t-this.radius);this.center.addScaledVector(Se,i/t),this.radius+=i}return this}union(t){return t.isEmpty()?this:this.isEmpty()?(this.copy(t),this):(!0===this.center.equals(t.center)?this.radius=Math.max(this.radius,t.radius):(Te.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(Se.copy(t.center).add(Te)),this.expandByPoint(Se.copy(t.center).sub(Te))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Ee=new Gt,Ce=new Gt,Le=new Gt,Re=new Gt,Pe=new Gt,Ie=new Gt,De=new Gt;class Ne{constructor(t=new Gt,e=new Gt(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.origin).addScaledVector(this.direction,t)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Ee)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const i=e.dot(this.direction);return i<0?e.copy(this.origin):e.copy(this.origin).addScaledVector(this.direction,i)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Ee.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Ee.copy(this.origin).addScaledVector(this.direction,e),Ee.distanceToSquared(t))}distanceSqToSegment(t,e,i,n){Ce.copy(t).add(e).multiplyScalar(.5),Le.copy(e).sub(t).normalize(),Re.copy(this.origin).sub(Ce);const r=.5*t.distanceTo(e),s=-this.direction.dot(Le),a=Re.dot(this.direction),o=-Re.dot(Le),l=Re.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return i&&i.copy(this.origin).addScaledVector(this.direction,h),n&&n.copy(Ce).addScaledVector(Le,u),d}intersectSphere(t,e){Ee.subVectors(t.center,this.origin);const i=Ee.dot(this.direction),n=Ee.dot(Ee)-i*i,r=t.radius*t.radius;if(n>r)return null;const s=Math.sqrt(r-n),a=i-s,o=i+s;return o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const i=-(this.origin.dot(t.normal)+t.constant)/e;return i>=0?i:null}intersectPlane(t,e){const i=this.distanceToPlane(t);return null===i?null:this.at(i,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let i,n,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(i=(t.min.x-u.x)*l,n=(t.max.x-u.x)*l):(i=(t.max.x-u.x)*l,n=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),i>s||r>n?null:((r>i||isNaN(i))&&(i=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),i>o||a>n?null:((a>i||i!=i)&&(i=a),(o=0?i:n,e)))}intersectsBox(t){return null!==this.intersectBox(t,Ee)}intersectTriangle(t,e,i,n,r){Pe.subVectors(e,t),Ie.subVectors(i,t),De.crossVectors(Pe,Ie);let s,a=this.direction.dot(De);if(a>0){if(n)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}Re.subVectors(this.origin,t);const o=s*this.direction.dot(Ie.crossVectors(Re,Ie));if(o<0)return null;const l=s*this.direction.dot(Pe.cross(Re));if(l<0)return null;if(o+l>a)return null;const c=-s*Re.dot(De);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Oe{constructor(){Oe.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}set(t,e,i,n,r,s,a,o,l,c,h,u,d,p,m,f){const g=this.elements;return g[0]=t,g[4]=e,g[8]=i,g[12]=n,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=m,g[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new Oe).fromArray(this.elements)}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],e[9]=i[9],e[10]=i[10],e[11]=i[11],e[12]=i[12],e[13]=i[13],e[14]=i[14],e[15]=i[15],this}copyPosition(t){const e=this.elements,i=t.elements;return e[12]=i[12],e[13]=i[13],e[14]=i[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,i){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(t,e,i){return this.set(t.x,e.x,i.x,0,t.y,e.y,i.y,0,t.z,e.z,i.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,i=t.elements,n=1/ze.setFromMatrixColumn(t,0).length(),r=1/ze.setFromMatrixColumn(t,1).length(),s=1/ze.setFromMatrixColumn(t,2).length();return e[0]=i[0]*n,e[1]=i[1]*n,e[2]=i[2]*n,e[3]=0,e[4]=i[4]*r,e[5]=i[5]*r,e[6]=i[6]*r,e[7]=0,e[8]=i[8]*s,e[9]=i[9]*s,e[10]=i[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,i=t.x,n=t.y,r=t.z,s=Math.cos(i),a=Math.sin(i),o=Math.cos(n),l=Math.sin(n),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=i+n*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=n+i*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t+r*a,e[4]=n*a-i,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=i*a-n,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=n+i*a,e[1]=i+n*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=n*l-i,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=i*l-n,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=n*h+i,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=i*h+n,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=i*h-n,e[2]=n*h-i,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(Be,t,Fe)}lookAt(t,e,i){const n=this.elements;return Ve.subVectors(t,e),0===Ve.lengthSq()&&(Ve.z=1),Ve.normalize(),ke.crossVectors(i,Ve),0===ke.lengthSq()&&(1===Math.abs(i.z)?Ve.x+=1e-4:Ve.z+=1e-4,Ve.normalize(),ke.crossVectors(i,Ve)),ke.normalize(),Ge.crossVectors(Ve,ke),n[0]=ke.x,n[4]=Ge.x,n[8]=Ve.x,n[1]=ke.y,n[5]=Ge.y,n[9]=Ve.y,n[2]=ke.z,n[6]=Ge.z,n[10]=Ve.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[4],o=i[8],l=i[12],c=i[1],h=i[5],u=i[9],d=i[13],p=i[2],m=i[6],f=i[10],g=i[14],v=i[3],x=i[7],_=i[11],y=i[15],M=n[0],b=n[4],w=n[8],S=n[12],T=n[1],A=n[5],E=n[9],C=n[13],L=n[2],R=n[6],P=n[10],I=n[14],D=n[3],N=n[7],O=n[11],z=n[15];return r[0]=s*M+a*T+o*L+l*D,r[4]=s*b+a*A+o*R+l*N,r[8]=s*w+a*E+o*P+l*O,r[12]=s*S+a*C+o*I+l*z,r[1]=c*M+h*T+u*L+d*D,r[5]=c*b+h*A+u*R+d*N,r[9]=c*w+h*E+u*P+d*O,r[13]=c*S+h*C+u*I+d*z,r[2]=p*M+m*T+f*L+g*D,r[6]=p*b+m*A+f*R+g*N,r[10]=p*w+m*E+f*P+g*O,r[14]=p*S+m*C+f*I+g*z,r[3]=v*M+x*T+_*L+y*D,r[7]=v*b+x*A+_*R+y*N,r[11]=v*w+x*E+_*P+y*O,r[15]=v*S+x*C+_*I+y*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[4],n=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-n*l*h-r*a*u+i*l*u+n*a*d-i*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-n*s*d+n*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+i*s*d+r*a*c-i*l*c)+t[15]*(-n*a*c-e*o*h+e*a*u+n*s*h-i*s*u+i*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,i){const n=this.elements;return t.isVector3?(n[12]=t.x,n[13]=t.y,n[14]=t.z):(n[12]=t,n[13]=e,n[14]=i),this}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],g=t[15],v=h*f*l-m*u*l+m*o*d-a*f*d-h*o*g+a*u*g,x=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,_=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,y=p*h*o-c*m*o-p*a*u+s*m*u+c*a*f-s*h*f,M=e*v+i*x+n*_+r*y;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/M;return t[0]=v*b,t[1]=(m*u*r-h*f*r-m*n*d+i*f*d+h*n*g-i*u*g)*b,t[2]=(a*f*r-m*o*r+m*n*l-i*f*l-a*n*g+i*o*g)*b,t[3]=(h*o*r-a*u*r-h*n*l+i*u*l+a*n*d-i*o*d)*b,t[4]=x*b,t[5]=(c*f*r-p*u*r+p*n*d-e*f*d-c*n*g+e*u*g)*b,t[6]=(p*o*r-s*f*r-p*n*l+e*f*l+s*n*g-e*o*g)*b,t[7]=(s*u*r-c*o*r+c*n*l-e*u*l-s*n*d+e*o*d)*b,t[8]=_*b,t[9]=(p*h*r-c*m*r-p*i*d+e*m*d+c*i*g-e*h*g)*b,t[10]=(s*m*r-p*a*r+p*i*l-e*m*l-s*i*g+e*a*g)*b,t[11]=(c*a*r-s*h*r-c*i*l+e*h*l+s*i*d-e*a*d)*b,t[12]=y*b,t[13]=(c*m*n-p*h*n+p*i*u-e*m*u-c*i*f+e*h*f)*b,t[14]=(p*a*n-s*m*n-p*i*o+e*m*o+s*i*f-e*a*f)*b,t[15]=(s*h*n-c*a*n+c*i*o-e*h*o-s*i*u+e*a*u)*b,this}scale(t){const e=this.elements,i=t.x,n=t.y,r=t.z;return e[0]*=i,e[4]*=n,e[8]*=r,e[1]*=i,e[5]*=n,e[9]*=r,e[2]*=i,e[6]*=n,e[10]*=r,e[3]*=i,e[7]*=n,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],i=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],n=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,i,n))}makeTranslation(t,e,i){return this.set(1,0,0,t,0,1,0,e,0,0,1,i,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),i=Math.sin(t);return this.set(1,0,0,0,0,e,-i,0,0,i,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,0,i,0,0,1,0,0,-i,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,0,i,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const i=Math.cos(e),n=Math.sin(e),r=1-i,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+i,l*a-n*o,l*o+n*a,0,l*a+n*o,c*a+i,c*o-n*s,0,l*o-n*a,c*o+n*s,r*o*o+i,0,0,0,0,1),this}makeScale(t,e,i){return this.set(t,0,0,0,0,e,0,0,0,0,i,0,0,0,0,1),this}makeShear(t,e,i,n,r,s){return this.set(1,i,r,0,t,1,s,0,e,n,1,0,0,0,0,1),this}compose(t,e,i){const n=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,m=s*c,f=s*h,g=a*h,v=o*l,x=o*c,_=o*h,y=i.x,M=i.y,b=i.z;return n[0]=(1-(m+g))*y,n[1]=(d+_)*y,n[2]=(p-x)*y,n[3]=0,n[4]=(d-_)*M,n[5]=(1-(u+g))*M,n[6]=(f+v)*M,n[7]=0,n[8]=(p+x)*b,n[9]=(f-v)*b,n[10]=(1-(u+m))*b,n[11]=0,n[12]=t.x,n[13]=t.y,n[14]=t.z,n[15]=1,this}decompose(t,e,i){const n=this.elements;let r=ze.set(n[0],n[1],n[2]).length();const s=ze.set(n[4],n[5],n[6]).length(),a=ze.set(n[8],n[9],n[10]).length();this.determinant()<0&&(r=-r),t.x=n[12],t.y=n[13],t.z=n[14],Ue.copy(this);const o=1/r,l=1/s,c=1/a;return Ue.elements[0]*=o,Ue.elements[1]*=o,Ue.elements[2]*=o,Ue.elements[4]*=l,Ue.elements[5]*=l,Ue.elements[6]*=l,Ue.elements[8]*=c,Ue.elements[9]*=c,Ue.elements[10]*=c,e.setFromRotationMatrix(Ue),i.x=r,i.y=s,i.z=a,this}makePerspective(t,e,i,n,r,s){const a=this.elements,o=2*r/(e-t),l=2*r/(i-n),c=(e+t)/(e-t),h=(i+n)/(i-n),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,i,n,r,s){const a=this.elements,o=1/(e-t),l=1/(i-n),c=1/(s-r),h=(e+t)*o,u=(i+n)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<16;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<16;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t[e+9]=i[9],t[e+10]=i[10],t[e+11]=i[11],t[e+12]=i[12],t[e+13]=i[13],t[e+14]=i[14],t[e+15]=i[15],t}}const ze=new Gt,Ue=new Oe,Be=new Gt(0,0,0),Fe=new Gt(1,1,1),ke=new Gt,Ge=new Gt,Ve=new Gt,He=new Oe,We=new kt;class je{constructor(t=0,e=0,i=0,n=je.DEFAULT_ORDER){this.isEuler=!0,this._x=t,this._y=e,this._z=i,this._order=n}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,i,n=this._order){return this._x=t,this._y=e,this._z=i,this._order=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,i=!0){const n=t.elements,r=n[0],s=n[4],a=n[8],o=n[1],l=n[5],c=n[9],h=n[2],u=n[6],d=n[10];switch(e){case"XYZ":this._y=Math.asin(St(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-St(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(St(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-St(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(St(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-St(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===i&&this._onChangeCallback(),this}setFromQuaternion(t,e,i){return He.makeRotationFromQuaternion(t),this.setFromRotationMatrix(He,e,i)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return We.setFromEuler(this),this.setFromQuaternion(We,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}je.DEFAULT_ORDER="XYZ";class qe{constructor(){this.mask=1}set(t){this.mask=(1<>>0}enable(t){this.mask|=1<1){for(let t=0;t1){for(let t=0;t0&&(i=i.concat(r))}return i}getWorldPosition(t){return this.updateWorldMatrix(!0,!1),t.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose($e,t,Qe),t}getWorldScale(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose($e,ti,t),t}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()}raycast(){}traverse(t){t(this);const e=this.children;for(let i=0,n=e.length;i0&&(n.userData=this.userData),n.layers=this.layers.mask,n.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(n.matrixAutoUpdate=!1),this.isInstancedMesh&&(n.type="InstancedMesh",n.count=this.count,n.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(n.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?n.background=this.background.toJSON():this.background.isTexture&&(n.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(n.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){n.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const i=e.shapes;if(Array.isArray(i))for(let e=0,n=i.length;e0){n.children=[];for(let e=0;e0){n.animations=[];for(let e=0;e0&&(i.geometries=e),n.length>0&&(i.materials=n),r.length>0&&(i.textures=r),a.length>0&&(i.images=a),o.length>0&&(i.shapes=o),l.length>0&&(i.skeletons=l),c.length>0&&(i.animations=c),h.length>0&&(i.nodes=h)}return i.object=n,i;function s(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?n.multiplyScalar(1/Math.sqrt(r)):n.set(0,0,0)}static getBarycoord(t,e,i,n,r){oi.subVectors(n,e),li.subVectors(i,e),ci.subVectors(t,e);const s=oi.dot(oi),a=oi.dot(li),o=oi.dot(ci),l=li.dot(li),c=li.dot(ci),h=s*l-a*a;if(0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,i,n){return this.getBarycoord(t,e,i,n,hi),hi.x>=0&&hi.y>=0&&hi.x+hi.y<=1}static getUV(t,e,i,n,r,s,a,o){return this.getBarycoord(t,e,i,n,hi),o.set(0,0),o.addScaledVector(r,hi.x),o.addScaledVector(s,hi.y),o.addScaledVector(a,hi.z),o}static isFrontFacing(t,e,i,n){return oi.subVectors(i,e),li.subVectors(t,e),oi.cross(li).dot(n)<0}set(t,e,i){return this.a.copy(t),this.b.copy(e),this.c.copy(i),this}setFromPointsAndIndices(t,e,i,n){return this.a.copy(t[e]),this.b.copy(t[i]),this.c.copy(t[n]),this}setFromAttributeAndIndices(t,e,i,n){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,i),this.c.fromBufferAttribute(t,n),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return oi.subVectors(this.c,this.b),li.subVectors(this.a,this.b),.5*oi.cross(li).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return vi.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return vi.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,i,n,r){return vi.getUV(t,this.a,this.b,this.c,e,i,n,r)}containsPoint(t){return vi.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return vi.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const i=this.a,n=this.b,r=this.c;let s,a;ui.subVectors(n,i),di.subVectors(r,i),mi.subVectors(t,i);const o=ui.dot(mi),l=di.dot(mi);if(o<=0&&l<=0)return e.copy(i);fi.subVectors(t,n);const c=ui.dot(fi),h=di.dot(fi);if(c>=0&&h<=c)return e.copy(n);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(i).addScaledVector(ui,s);gi.subVectors(t,r);const d=ui.dot(gi),p=di.dot(gi);if(p>=0&&d<=p)return e.copy(r);const m=d*l-o*p;if(m<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(i).addScaledVector(di,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return pi.subVectors(r,n),a=(h-c)/(h-c+(d-p)),e.copy(n).addScaledVector(pi,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(i).addScaledVector(ui,s).addScaledVector(di,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let xi=0;class _i extends xt{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:xi++}),this.uuid=wt(),this.name="",this.type="Material",this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=i,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=mt,this.stencilZFail=mt,this.stencilZPass=mt,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.forceSinglePass=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(t){this._alphaTest>0!=t>0&&this.version++,this._alphaTest=t}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const i=t[e];if(void 0===i){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}const n=this[e];void 0!==n?n&&n.isColor?n.set(i):n&&n.isVector3&&i&&i.isVector3?n.copy(i):this[e]=i:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const i={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function n(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}if(i.uuid=this.uuid,i.type=this.type,""!==this.name&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),void 0!==this.roughness&&(i.roughness=this.roughness),void 0!==this.metalness&&(i.metalness=this.metalness),void 0!==this.sheen&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(i.shininess=this.shininess),void 0!==this.clearcoat&&(i.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(i.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(i.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(t).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(t).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(t).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(t).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(t).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(i.combine=this.combine)),void 0!==this.envMapIntensity&&(i.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(i.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(i.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(i.size=this.size),null!==this.shadowSide&&(i.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(i.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(i.blending=this.blending),0!==this.side&&(i.side=this.side),this.vertexColors&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),!0===this.transparent&&(i.transparent=this.transparent),i.depthFunc=this.depthFunc,i.depthTest=this.depthTest,i.depthWrite=this.depthWrite,i.colorWrite=this.colorWrite,i.stencilWrite=this.stencilWrite,i.stencilWriteMask=this.stencilWriteMask,i.stencilFunc=this.stencilFunc,i.stencilRef=this.stencilRef,i.stencilFuncMask=this.stencilFuncMask,i.stencilFail=this.stencilFail,i.stencilZFail=this.stencilZFail,i.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(i.rotation=this.rotation),!0===this.polygonOffset&&(i.polygonOffset=!0),0!==this.polygonOffsetFactor&&(i.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(i.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(i.linewidth=this.linewidth),void 0!==this.dashSize&&(i.dashSize=this.dashSize),void 0!==this.gapSize&&(i.gapSize=this.gapSize),void 0!==this.scale&&(i.scale=this.scale),!0===this.dithering&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(i.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(i.premultipliedAlpha=this.premultipliedAlpha),!0===this.forceSinglePass&&(i.forceSinglePass=this.forceSinglePass),!0===this.wireframe&&(i.wireframe=this.wireframe),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(i.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(i.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(i.flatShading=this.flatShading),!1===this.visible&&(i.visible=!1),!1===this.toneMapped&&(i.toneMapped=!1),!1===this.fog&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData),e){const e=n(t.textures),r=n(t.images);e.length>0&&(i.textures=e),r.length>0&&(i.images=r)}return i}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let i=null;if(null!==e){const t=e.length;i=new Array(t);for(let n=0;n!==t;++n)i[n]=e[n].clone()}return this.clippingPlanes=i,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.forceSinglePass=t.forceSinglePass,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}const yi={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Mi={h:0,s:0,l:0},bi={h:0,s:0,l:0};function wi(t,e,i){return i<0&&(i+=1),i>1&&(i-=1),i<1/6?t+6*(e-t)*i:i<.5?e:i<2/3?t+6*(e-t)*(2/3-i):t}class Si{constructor(t,e,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===e&&void 0===i?this.set(t):this.setRGB(t,e,i)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=ut){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,Kt.toWorkingColorSpace(this,e),this}setRGB(t,e,i,n=Kt.workingColorSpace){return this.r=t,this.g=e,this.b=i,Kt.toWorkingColorSpace(this,n),this}setHSL(t,e,i,n=Kt.workingColorSpace){if(t=Tt(t,1),e=St(e,0,1),i=St(i,0,1),0===e)this.r=this.g=this.b=i;else{const n=i<=.5?i*(1+e):i+e-i*e,r=2*i-n;this.r=wi(r,n,t+1/3),this.g=wi(r,n,t),this.b=wi(r,n,t-1/3)}return Kt.toWorkingColorSpace(this,n),this}setStyle(t,e=ut){function i(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^(\w+)\(([^\)]*)\)/.exec(t)){let r;const s=n[1],a=n[2];switch(s){case"rgb":case"rgba":if(r=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return this.r=Math.min(255,parseInt(r[1],10))/255,this.g=Math.min(255,parseInt(r[2],10))/255,this.b=Math.min(255,parseInt(r[3],10))/255,Kt.toWorkingColorSpace(this,e),i(r[4]),this;if(r=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return this.r=Math.min(100,parseInt(r[1],10))/100,this.g=Math.min(100,parseInt(r[2],10))/100,this.b=Math.min(100,parseInt(r[3],10))/100,Kt.toWorkingColorSpace(this,e),i(r[4]),this;break;case"hsl":case"hsla":if(r=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a)){const t=parseFloat(r[1])/360,n=parseFloat(r[2])/100,s=parseFloat(r[3])/100;return i(r[4]),this.setHSL(t,n,s,e)}break;default:console.warn("THREE.Color: Unknown color model "+t)}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const i=n[1],r=i.length;if(3===r)return this.r=parseInt(i.charAt(0)+i.charAt(0),16)/255,this.g=parseInt(i.charAt(1)+i.charAt(1),16)/255,this.b=parseInt(i.charAt(2)+i.charAt(2),16)/255,Kt.toWorkingColorSpace(this,e),this;if(6===r)return this.r=parseInt(i.charAt(0)+i.charAt(1),16)/255,this.g=parseInt(i.charAt(2)+i.charAt(3),16)/255,this.b=parseInt(i.charAt(4)+i.charAt(5),16)/255,Kt.toWorkingColorSpace(this,e),this;console.warn("THREE.Color: Invalid hex color "+t)}else if(t&&t.length>0)return this.setColorName(t,e);return this}setColorName(t,e=ut){const i=yi[t.toLowerCase()];return void 0!==i?this.setHex(i,e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copySRGBToLinear(t){return this.r=Wt(t.r),this.g=Wt(t.g),this.b=Wt(t.b),this}copyLinearToSRGB(t){return this.r=jt(t.r),this.g=jt(t.g),this.b=jt(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=ut){return Kt.fromWorkingColorSpace(Ti.copy(this),t),St(255*Ti.r,0,255)<<16^St(255*Ti.g,0,255)<<8^St(255*Ti.b,0,255)<<0}getHexString(t=ut){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=Kt.workingColorSpace){Kt.fromWorkingColorSpace(Ti.copy(this),e);const i=Ti.r,n=Ti.g,r=Ti.b,s=Math.max(i,n,r),a=Math.min(i,n,r);let o,l;const c=(a+s)/2;if(a===s)o=0,l=0;else{const t=s-a;switch(l=c<=.5?t/(s+a):t/(2-s-a),s){case i:o=(n-r)/t+(n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const i in e)void 0!==e[i]&&(t[i]=e[i]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const i=this.attributes;for(const e in i){const n=i[e];t.data.attributes[e]=n.toJSON(t.data)}const n={};let r=!1;for(const e in this.morphAttributes){const i=this.morphAttributes[e],s=[];for(let e=0,n=i.length;e0&&(n[e]=s,r=!0)}r&&(t.data.morphAttributes=n,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const i=t.index;null!==i&&this.setIndex(i.clone(e));const n=t.attributes;for(const t in n){const i=n[t];this.setAttribute(t,i.clone(e))}const r=t.morphAttributes;for(const t in r){const i=[],n=r[t];for(let t=0,r=n.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t(t.far-t.near)**2)return}if(Gi.copy(r).invert(),Vi.copy(t.ray).applyMatrix4(Gi),null!==i.boundingBox&&!1===Vi.intersectsBox(i.boundingBox))return;let s;const a=i.index,o=i.attributes.position,l=i.attributes.uv,c=i.attributes.uv2,h=i.groups,u=i.drawRange;if(null!==a)if(Array.isArray(n))for(let i=0,r=h.length;ii.far?null:{distance:c,point:tn.clone(),object:t}}(t,e,i,n,ji,qi,Xi,Qi);if(c){r&&(Ji.fromBufferAttribute(r,a),Ki.fromBufferAttribute(r,o),$i.fromBufferAttribute(r,l),c.uv=vi.getUV(Qi,ji,qi,Xi,Ji,Ki,$i,new Dt)),s&&(Ji.fromBufferAttribute(s,a),Ki.fromBufferAttribute(s,o),$i.fromBufferAttribute(s,l),c.uv2=vi.getUV(Qi,ji,qi,Xi,Ji,Ki,$i,new Dt));const t={a:a,b:o,c:l,normal:new Gt,materialIndex:0};vi.getNormal(ji,qi,Xi,t.normal),c.face=t}return c}class rn extends ki{constructor(t=1,e=1,i=1,n=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:i,widthSegments:n,heightSegments:r,depthSegments:s};const a=this;n=Math.floor(n),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,i,n,r,s,p,m,f,g,v){const x=s/f,_=p/g,y=s/2,M=p/2,b=m/2,w=f+1,S=g+1;let T=0,A=0;const E=new Gt;for(let s=0;s0?1:-1,c.push(E.x,E.y,E.z),h.push(o/f),h.push(1-s/g),T+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const i={};for(const t in this.extensions)!0===this.extensions[t]&&(i[t]=!0);return Object.keys(i).length>0&&(e.extensions=i),e}}class hn extends ai{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new Oe,this.projectionMatrix=new Oe,this.projectionMatrixInverse=new Oe}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class un extends hn{constructor(t=50,e=1,i=.1,n=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=i,this.far=n,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*bt*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*Mt*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*bt*Math.atan(Math.tan(.5*Mt*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,i,n,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*Mt*this.fov)/this.zoom,i=2*e,n=this.aspect*i,r=-.5*n;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*n/t,e-=s.offsetY*i/a,n*=s.width/t,i*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+n,e,e-i,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}const dn=-90;class pn extends ai{constructor(t,e,i){super(),this.type="CubeCamera",this.renderTarget=i;const n=new un(dn,1,t,e);n.layers=this.layers,n.up.set(0,1,0),n.lookAt(1,0,0),this.add(n);const r=new un(dn,1,t,e);r.layers=this.layers,r.up.set(0,1,0),r.lookAt(-1,0,0),this.add(r);const s=new un(dn,1,t,e);s.layers=this.layers,s.up.set(0,0,-1),s.lookAt(0,1,0),this.add(s);const a=new un(dn,1,t,e);a.layers=this.layers,a.up.set(0,0,1),a.lookAt(0,-1,0),this.add(a);const o=new un(dn,1,t,e);o.layers=this.layers,o.up.set(0,1,0),o.lookAt(0,0,1),this.add(o);const l=new un(dn,1,t,e);l.layers=this.layers,l.up.set(0,1,0),l.lookAt(0,0,-1),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const i=this.renderTarget,[n,r,s,a,o,l]=this.children,c=t.getRenderTarget(),h=t.toneMapping,u=t.xr.enabled;t.toneMapping=0,t.xr.enabled=!1;const d=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,t.setRenderTarget(i,0),t.render(e,n),t.setRenderTarget(i,1),t.render(e,r),t.setRenderTarget(i,2),t.render(e,s),t.setRenderTarget(i,3),t.render(e,a),t.setRenderTarget(i,4),t.render(e,o),i.texture.generateMipmaps=d,t.setRenderTarget(i,5),t.render(e,l),t.setRenderTarget(c),t.toneMapping=h,t.xr.enabled=u,i.texture.needsPMREMUpdate=!0}}class mn extends ne{constructor(t,e,i,n,s,a,o,l,c,h){super(t=void 0!==t?t:[],e=void 0!==e?e:r,i,n,s,a,o,l,c,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class fn extends se{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const i={width:t,height:t,depth:1},n=[i,i,i,i,i,i];this.texture=new mn(n,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:f}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},n=new rn(5,5,5),r=new cn({name:"CubemapFromEquirect",uniforms:sn(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const s=new en(n,r),a=e.minFilter;e.minFilter===v&&(e.minFilter=f);return new pn(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,i,n){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,i,n);t.setRenderTarget(r)}}class gn extends se{constructor(t,e,i,n={}){super(t,e,n),this.depthBuffer=!1,this.stencilBuffer=!1,this.numViews=i}copy(t){return super.copy(t),this.numViews=t.numViews,this}}gn.prototype.isWebGLMultiviewRenderTarget=!0;const vn=new Gt,xn=new Gt,_n=new Nt;class yn{constructor(t=new Gt(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,i,n){return this.normal.set(t,e,i),this.constant=n,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,i){const n=vn.subVectors(i,e).cross(xn.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(n,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(t).addScaledVector(this.normal,-this.distanceToPoint(t))}intersectLine(t,e){const i=t.delta(vn),n=this.normal.dot(i);if(0===n)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/n;return r<0||r>1?null:e.copy(t.start).addScaledVector(i,r)}intersectsLine(t){const e=this.distanceToPoint(t.start),i=this.distanceToPoint(t.end);return e<0&&i>0||i<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const i=e||_n.getNormalMatrix(t),n=this.coplanarPoint(vn).applyMatrix4(t),r=this.normal.applyMatrix3(i).normalize();return this.constant=-n.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const Mn=new Ae,bn=new Gt;class wn{constructor(t=new yn,e=new yn,i=new yn,n=new yn,r=new yn,s=new yn){this.planes=[t,e,i,n,r,s]}set(t,e,i,n,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(i),a[3].copy(n),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let i=0;i<6;i++)e[i].copy(t.planes[i]);return this}setFromProjectionMatrix(t){const e=this.planes,i=t.elements,n=i[0],r=i[1],s=i[2],a=i[3],o=i[4],l=i[5],c=i[6],h=i[7],u=i[8],d=i[9],p=i[10],m=i[11],f=i[12],g=i[13],v=i[14],x=i[15];return e[0].setComponents(a-n,h-o,m-u,x-f).normalize(),e[1].setComponents(a+n,h+o,m+u,x+f).normalize(),e[2].setComponents(a+r,h+l,m+d,x+g).normalize(),e[3].setComponents(a-r,h-l,m-d,x-g).normalize(),e[4].setComponents(a-s,h-c,m-p,x-v).normalize(),e[5].setComponents(a+s,h+c,m+p,x+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),Mn.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(Mn)}intersectsSprite(t){return Mn.center.set(0,0,0),Mn.radius=.7071067811865476,Mn.applyMatrix4(t.matrixWorld),this.intersectsSphere(Mn)}intersectsSphere(t){const e=this.planes,i=t.center,n=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(i)0?t.max.x:t.min.x,bn.y=n.normal.y>0?t.max.y:t.min.y,bn.z=n.normal.z>0?t.max.z:t.min.z,n.distanceToPoint(bn)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let i=0;i<6;i++)if(e[i].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function Sn(){let t=null,e=!1,i=null,n=null;function r(e,s){i(e,s),n=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==i&&(n=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(t){i=t},setContext:function(e){t=e}}}function Tn(t,e){const i=e.isWebGL2,n=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),n.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const i=n.get(e);i&&(t.deleteBuffer(i.buffer),n.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=n.get(e);return void((!t||t.version 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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\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 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 USE_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}\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 luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\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}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif",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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",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 vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += 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}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",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",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",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",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",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",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",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\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",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",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",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}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",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;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",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",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",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",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",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, vec2 fullSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\t\n\t\tvec2 lodFudge = pow( 1.95, lod ) / fullSize;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec2 fullSize = vec2( textureSize( sampler, 0 ) );\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), fullSize, floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), fullSize, ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",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",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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",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}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_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}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",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}",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 = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}",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 \n#include \nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",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}",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 \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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\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}",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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \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\t#include \n\t#include \n}",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 \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\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#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}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"},Cn={common:{diffuse:{value:new Si(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new Nt},uv2Transform:{value:new Nt},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Dt(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Si(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Si(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Nt}},sprite:{diffuse:{value:new Si(16777215)},opacity:{value:1},center:{value:new Dt(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Nt}}},Ln={basic:{uniforms:an([Cn.common,Cn.specularmap,Cn.envmap,Cn.aomap,Cn.lightmap,Cn.fog]),vertexShader:En.meshbasic_vert,fragmentShader:En.meshbasic_frag},lambert:{uniforms:an([Cn.common,Cn.specularmap,Cn.envmap,Cn.aomap,Cn.lightmap,Cn.emissivemap,Cn.bumpmap,Cn.normalmap,Cn.displacementmap,Cn.fog,Cn.lights,{emissive:{value:new Si(0)}}]),vertexShader:En.meshlambert_vert,fragmentShader:En.meshlambert_frag},phong:{uniforms:an([Cn.common,Cn.specularmap,Cn.envmap,Cn.aomap,Cn.lightmap,Cn.emissivemap,Cn.bumpmap,Cn.normalmap,Cn.displacementmap,Cn.fog,Cn.lights,{emissive:{value:new Si(0)},specular:{value:new Si(1118481)},shininess:{value:30}}]),vertexShader:En.meshphong_vert,fragmentShader:En.meshphong_frag},standard:{uniforms:an([Cn.common,Cn.envmap,Cn.aomap,Cn.lightmap,Cn.emissivemap,Cn.bumpmap,Cn.normalmap,Cn.displacementmap,Cn.roughnessmap,Cn.metalnessmap,Cn.fog,Cn.lights,{emissive:{value:new Si(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:En.meshphysical_vert,fragmentShader:En.meshphysical_frag},toon:{uniforms:an([Cn.common,Cn.aomap,Cn.lightmap,Cn.emissivemap,Cn.bumpmap,Cn.normalmap,Cn.displacementmap,Cn.gradientmap,Cn.fog,Cn.lights,{emissive:{value:new Si(0)}}]),vertexShader:En.meshtoon_vert,fragmentShader:En.meshtoon_frag},matcap:{uniforms:an([Cn.common,Cn.bumpmap,Cn.normalmap,Cn.displacementmap,Cn.fog,{matcap:{value:null}}]),vertexShader:En.meshmatcap_vert,fragmentShader:En.meshmatcap_frag},points:{uniforms:an([Cn.points,Cn.fog]),vertexShader:En.points_vert,fragmentShader:En.points_frag},dashed:{uniforms:an([Cn.common,Cn.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:En.linedashed_vert,fragmentShader:En.linedashed_frag},depth:{uniforms:an([Cn.common,Cn.displacementmap]),vertexShader:En.depth_vert,fragmentShader:En.depth_frag},normal:{uniforms:an([Cn.common,Cn.bumpmap,Cn.normalmap,Cn.displacementmap,{opacity:{value:1}}]),vertexShader:En.meshnormal_vert,fragmentShader:En.meshnormal_frag},sprite:{uniforms:an([Cn.sprite,Cn.fog]),vertexShader:En.sprite_vert,fragmentShader:En.sprite_frag},background:{uniforms:{uvTransform:{value:new Nt},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:En.background_vert,fragmentShader:En.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:En.backgroundCube_vert,fragmentShader:En.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:En.cube_vert,fragmentShader:En.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:En.equirect_vert,fragmentShader:En.equirect_frag},distanceRGBA:{uniforms:an([Cn.common,Cn.displacementmap,{referencePosition:{value:new Gt},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:En.distanceRGBA_vert,fragmentShader:En.distanceRGBA_frag},shadow:{uniforms:an([Cn.lights,Cn.fog,{color:{value:new Si(0)},opacity:{value:1}}]),vertexShader:En.shadow_vert,fragmentShader:En.shadow_frag}};Ln.physical={uniforms:an([Ln.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new Dt(1,1)},clearcoatNormalMap:{value:null},iridescence:{value:0},iridescenceMap:{value:null},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},sheen:{value:0},sheenColor:{value:new Si(0)},sheenColorMap:{value:null},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new Dt},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new Si(0)},specularIntensity:{value:1},specularIntensityMap:{value:null},specularColor:{value:new Si(1,1,1)},specularColorMap:{value:null}}]),vertexShader:En.meshphysical_vert,fragmentShader:En.meshphysical_frag};const Rn={r:0,b:0,g:0};function Pn(t,e,i,n,r,s,a){const o=new Si(0);let c,h,u=!0===s?0:1,d=null,p=0,m=null;function f(e,i){e.getRGB(Rn,on(t)),n.buffers.color.setClear(Rn.r,Rn.g,Rn.b,i,a)}return{getClearColor:function(){return o},setClearColor:function(t,e=1){o.set(t),u=e,f(o,u)},getClearAlpha:function(){return u},setClearAlpha:function(t){u=t,f(o,u)},render:function(n,s){let a=!1,g=!0===s.isScene?s.background:null;if(g&&g.isTexture){g=(s.backgroundBlurriness>0?i:e).get(g)}const v=t.xr,x=v.getSession&&v.getSession();x&&"additive"===x.environmentBlendMode&&(g=null),null===g?f(o,u):g&&g.isColor&&(f(g,1),a=!0),(t.autoClear||a)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),g&&(g.isCubeTexture||g.mapping===l)?(void 0===h&&(h=new en(new rn(1e4,1e4,1e4),new cn({name:"BackgroundCubeMaterial",uniforms:sn(Ln.backgroundCube.uniforms),vertexShader:Ln.backgroundCube.vertexShader,fragmentShader:Ln.backgroundCube.fragmentShader,side:1,depthTest:!1,depthWrite:!1,fog:!1})),h.geometry.deleteAttribute("normal"),h.geometry.deleteAttribute("uv"),h.onBeforeRender=function(t,e,i){this.matrixWorld.copyPosition(i.matrixWorld)},Object.defineProperty(h.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),r.update(h)),h.material.uniforms.envMap.value=g,h.material.uniforms.flipEnvMap.value=g.isCubeTexture&&!1===g.isRenderTargetTexture?-1:1,h.material.uniforms.backgroundBlurriness.value=s.backgroundBlurriness,h.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,h.material.toneMapped=g.encoding!==ht,d===g&&p===g.version&&m===t.toneMapping||(h.material.needsUpdate=!0,d=g,p=g.version,m=t.toneMapping),h.layers.enableAll(),n.unshift(h,h.geometry,h.material,0,0,null)):g&&g.isTexture&&(void 0===c&&(c=new en(new An(2,2),new cn({name:"BackgroundMaterial",uniforms:sn(Ln.background.uniforms),vertexShader:Ln.background.vertexShader,fragmentShader:Ln.background.fragmentShader,side:0,depthTest:!1,depthWrite:!1,fog:!1})),c.geometry.deleteAttribute("normal"),Object.defineProperty(c.material,"map",{get:function(){return this.uniforms.t2D.value}}),r.update(c)),c.material.uniforms.t2D.value=g,c.material.uniforms.backgroundIntensity.value=s.backgroundIntensity,c.material.toneMapped=g.encoding!==ht,!0===g.matrixAutoUpdate&&g.updateMatrix(),c.material.uniforms.uvTransform.value.copy(g.matrix),d===g&&p===g.version&&m===t.toneMapping||(c.material.needsUpdate=!0,d=g,p=g.version,m=t.toneMapping),c.layers.enableAll(),n.unshift(c,c.geometry,c.material,0,0,null))}}}function In(t,e,i,n){const r=t.getParameter(34921),s=n.isWebGL2?null:e.get("OES_vertex_array_object"),a=n.isWebGL2||null!==s,o={},l=p(null);let c=l,h=!1;function u(e){return n.isWebGL2?t.bindVertexArray(e):s.bindVertexArrayOES(e)}function d(e){return n.isWebGL2?t.deleteVertexArray(e):s.deleteVertexArrayOES(e)}function p(t){const e=[],i=[],n=[];for(let t=0;t=0){const i=r[e];let n=s[e];if(void 0===n&&("instanceMatrix"===e&&t.instanceMatrix&&(n=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(n=t.instanceColor)),void 0===i)return!0;if(i.attribute!==n)return!0;if(n&&i.data!==n.data)return!0;a++}}return c.attributesNum!==a||c.index!==n}(r,_,d,y),M&&function(t,e,i,n){const r={},s=e.attributes;let a=0;const o=i.getAttributes();for(const e in o){if(o[e].location>=0){let i=s[e];void 0===i&&("instanceMatrix"===e&&t.instanceMatrix&&(i=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(i=t.instanceColor));const n={};n.attribute=i,i&&i.data&&(n.data=i.data),r[e]=n,a++}}c.attributes=r,c.attributesNum=a,c.index=n}(r,_,d,y)}else{const t=!0===l.wireframe;c.geometry===_.id&&c.program===d.id&&c.wireframe===t||(c.geometry=_.id,c.program=d.id,c.wireframe=t,M=!0)}null!==y&&i.update(y,34963),(M||h)&&(h=!1,function(r,s,a,o){if(!1===n.isWebGL2&&(r.isInstancedMesh||o.isInstancedBufferGeometry)&&null===e.get("ANGLE_instanced_arrays"))return;m();const l=o.attributes,c=a.getAttributes(),h=s.defaultAttributeValues;for(const e in c){const n=c[e];if(n.location>=0){let s=l[e];if(void 0===s&&("instanceMatrix"===e&&r.instanceMatrix&&(s=r.instanceMatrix),"instanceColor"===e&&r.instanceColor&&(s=r.instanceColor)),void 0!==s){const e=s.normalized,a=s.itemSize,l=i.get(s);if(void 0===l)continue;const c=l.buffer,h=l.type,u=l.bytesPerElement;if(s.isInterleavedBufferAttribute){const i=s.data,l=i.stride,d=s.offset;if(i.isInstancedInterleavedBuffer){for(let t=0;t0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}const s="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext;let a=void 0!==i.precision?i.precision:"highp";const o=r(a);o!==a&&(console.warn("THREE.WebGLRenderer:",a,"not supported, using",o,"instead."),a=o);const l=s||e.has("WEBGL_draw_buffers"),c=!0===i.logarithmicDepthBuffer,h=t.getParameter(34930),u=t.getParameter(35660),d=t.getParameter(3379),p=t.getParameter(34076),m=t.getParameter(34921),f=t.getParameter(36347),g=t.getParameter(36348),v=t.getParameter(36349),x=u>0,_=s||e.has("OES_texture_float");return{isWebGL2:s,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==n)return n;if(!0===e.has("EXT_texture_filter_anisotropic")){const i=e.get("EXT_texture_filter_anisotropic");n=t.getParameter(i.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else n=0;return n},getMaxPrecision:r,precision:a,logarithmicDepthBuffer:c,maxTextures:h,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:p,maxAttributes:m,maxVertexUniforms:f,maxVaryings:g,maxFragmentUniforms:v,vertexTextures:x,floatFragmentTextures:_,floatVertexTextures:x&&_,maxSamples:s?t.getParameter(36183):0}}function On(t){const e=this;let i=null,n=0,r=!1,s=!1;const a=new yn,o=new Nt,l={value:null,needsUpdate:!1};function c(t,i,n,r){const s=null!==t?t.length:0;let c=null;if(0!==s){if(c=l.value,!0!==r||null===c){const e=n+4*s,r=i.matrixWorldInverse;o.getNormalMatrix(r),(null===c||c.length0);e.numPlanes=n,e.numIntersection=0}();else{const t=s?0:n,e=4*t;let r=m.clippingState||null;l.value=r,r=c(u,o,e,h);for(let t=0;t!==e;++t)r[t]=i[t];m.clippingState=r,this.numIntersection=d?this.numPlanes:0,this.numPlanes+=t}}}function zn(t){let e=new WeakMap;function i(t,e){return e===a?t.mapping=r:e===o&&(t.mapping=s),t}function n(t){const i=t.target;i.removeEventListener("dispose",n);const r=e.get(i);void 0!==r&&(e.delete(i),r.dispose())}return{get:function(r){if(r&&r.isTexture&&!1===r.isRenderTargetTexture){const s=r.mapping;if(s===a||s===o){if(e.has(r)){return i(e.get(r).texture,r.mapping)}{const s=r.image;if(s&&s.height>0){const a=new fn(s.height/2);return a.fromEquirectangularTexture(t,r),e.set(r,a),r.addEventListener("dispose",n),i(a.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}class Un extends hn{constructor(t=-1,e=1,i=1,n=-1,r=.1,s=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=i,this.bottom=n,this.near=r,this.far=s,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this}setViewOffset(t,e,i,n,r,s){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),i=(this.right+this.left)/2,n=(this.top+this.bottom)/2;let r=i-t,s=i+t,a=n+e,o=n-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX,s=r+t*this.view.width,a-=e*this.view.offsetY,o=a-e*this.view.height}this.projectionMatrix.makeOrthographic(r,s,a,o,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}}const Bn=[.125,.215,.35,.446,.526,.582],Fn=20,kn=new Un,Gn=new Si;let Vn=null;const Hn=(1+Math.sqrt(5))/2,Wn=1/Hn,jn=[new Gt(1,1,1),new Gt(-1,1,1),new Gt(1,1,-1),new Gt(-1,1,-1),new Gt(0,Hn,Wn),new Gt(0,Hn,-Wn),new Gt(Wn,0,Hn),new Gt(-Wn,0,Hn),new Gt(Hn,Wn,0),new Gt(-Hn,Wn,0)];class qn{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,i=.1,n=100){Vn=this._renderer.getRenderTarget(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,i,n,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t,e=null){return this._fromTexture(t,e)}fromCubemap(t,e=null){return this._fromTexture(t,e)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=Jn(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=Zn(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;tt-4?o=Bn[a-t+4-1]:0===a&&(o=0),n.push(o);const l=1/(s-2),c=-l,h=1+l,u=[c,c,h,c,h,h,c,c,h,h,c,h],d=6,p=6,m=3,f=2,g=1,v=new Float32Array(m*p*d),x=new Float32Array(f*p*d),_=new Float32Array(g*p*d);for(let t=0;t2?0:-1,n=[e,i,0,e+2/3,i,0,e+2/3,i+1,0,e,i,0,e+2/3,i+1,0,e,i+1,0];v.set(n,m*p*t),x.set(u,f*p*t);const r=[t,t,t,t,t,t];_.set(r,g*p*t)}const y=new ki;y.setAttribute("position",new Li(v,m)),y.setAttribute("uv",new Li(x,f)),y.setAttribute("faceIndex",new Li(_,g)),e.push(y),r>4&&r--}return{lodPlanes:e,sizeLods:i,sigmas:n}}(n)),this._blurMaterial=function(t,e,i){const n=new Float32Array(Fn),r=new Gt(0,1,0),s=new cn({name:"SphericalGaussianBlur",defines:{n:Fn,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/i,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:Kn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1});return s}(n,t,e)}return n}_compileMaterial(t){const e=new en(this._lodPlanes[0],t);this._renderer.compile(e,kn)}_sceneToCubeUV(t,e,i,n){const r=new un(90,1,e,i),s=[1,-1,1,1,1,1],a=[1,1,1,-1,-1,-1],o=this._renderer,l=o.autoClear,c=o.toneMapping;o.getClearColor(Gn),o.toneMapping=0,o.autoClear=!1;const h=new Ai({name:"PMREM.Background",side:1,depthWrite:!1,depthTest:!1}),u=new en(new rn,h);let d=!1;const p=t.background;p?p.isColor&&(h.color.copy(p),t.background=null,d=!0):(h.color.copy(Gn),d=!0);for(let e=0;e<6;e++){const i=e%3;0===i?(r.up.set(0,s[e],0),r.lookAt(a[e],0,0)):1===i?(r.up.set(0,0,s[e]),r.lookAt(0,a[e],0)):(r.up.set(0,s[e],0),r.lookAt(0,0,a[e]));const l=this._cubeSize;Yn(n,i*l,e>2?l:0,l,l),o.setRenderTarget(n),d&&o.render(u,r),o.render(t,r)}u.geometry.dispose(),u.material.dispose(),o.toneMapping=c,o.autoClear=l,t.background=p}_textureToCubeUV(t,e){const i=this._renderer,n=t.mapping===r||t.mapping===s;n?(null===this._cubemapMaterial&&(this._cubemapMaterial=Jn()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===t.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=Zn());const a=n?this._cubemapMaterial:this._equirectMaterial,o=new en(this._lodPlanes[0],a);a.uniforms.envMap.value=t;const l=this._cubeSize;Yn(e,0,0,3*l,2*l),i.setRenderTarget(e),i.render(o,kn)}_applyPMREM(t){const e=this._renderer,i=e.autoClear;e.autoClear=!1;for(let e=1;eFn&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to 20`);const f=[];let g=0;for(let t=0;tv-4?n-v+4:0),4*(this._cubeSize-x),3*x,2*x),o.setRenderTarget(e),o.render(c,kn)}}function Xn(t,e,i){const n=new se(t,e,i);return n.texture.mapping=l,n.texture.name="PMREM.cubeUv",n.scissorTest=!0,n}function Yn(t,e,i,n,r){t.viewport.set(e,i,n,r),t.scissor.set(e,i,n,r)}function Zn(){return new cn({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Kn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function Jn(){return new cn({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Kn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function Kn(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"}function $n(t){let e=new WeakMap,i=null;function n(t){const i=t.target;i.removeEventListener("dispose",n);const r=e.get(i);void 0!==r&&(e.delete(i),r.dispose())}return{get:function(l){if(l&&l.isTexture){const c=l.mapping,h=c===a||c===o,u=c===r||c===s;if(h||u){if(l.isRenderTargetTexture&&!0===l.needsPMREMUpdate){l.needsPMREMUpdate=!1;let n=e.get(l);return null===i&&(i=new qn(t)),n=h?i.fromEquirectangular(l,n):i.fromCubemap(l,n),e.set(l,n),n.texture}if(e.has(l))return e.get(l).texture;{const r=l.image;if(h&&r&&r.height>0||u&&r&&function(t){let e=0;const i=6;for(let 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e=f[t.type];let i;if(e){const t=Ln[e];i=ln.clone(t.uniforms)}else i=t.uniforms;return i},acquireProgram:function(e,i){let n;for(let t=0,e=h.length;t0?n.push(h):!0===a.transparent?r.push(h):i.push(h)},unshift:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?n.unshift(h):!0===a.transparent?r.unshift(h):i.unshift(h)},finish:function(){for(let i=e,n=t.length;i1&&i.sort(t||Is),n.length>1&&n.sort(e||Ds),r.length>1&&r.sort(e||Ds)}}}function Os(){let t=new WeakMap;return{get:function(e,i){const n=t.get(e);let r;return void 0===n?(r=new Ns,t.set(e,[r])):i>=n.length?(r=new Ns,n.push(r)):r=n[i],r},dispose:function(){t=new WeakMap}}}function zs(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":i={direction:new Gt,color:new Si};break;case"SpotLight":i={position:new Gt,direction:new Gt,color:new Si,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":i={position:new Gt,color:new Si,distance:0,decay:0};break;case"HemisphereLight":i={direction:new Gt,skyColor:new Si,groundColor:new Si};break;case"RectAreaLight":i={color:new Si,position:new Gt,halfWidth:new Gt,halfHeight:new Gt}}return t[e.id]=i,i}}}let Us=0;function Bs(t,e){return(e.castShadow?2:0)-(t.castShadow?2:0)+(e.map?1:0)-(t.map?1:0)}function Fs(t,e){const i=new zs,n=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":case"SpotLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Dt};break;case"PointLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Dt,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=i,i}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0};for(let t=0;t<9;t++)r.probe.push(new Gt);const s=new Gt,a=new Oe,o=new Oe;return{setup:function(s,a){let o=0,l=0,c=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let h=0,u=0,d=0,p=0,m=0,f=0,g=0,v=0,x=0,_=0;s.sort(Bs);const y=!0===a?Math.PI:1;for(let t=0,e=s.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=Cn.LTC_FLOAT_1,r.rectAreaLTC2=Cn.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=Cn.LTC_HALF_1,r.rectAreaLTC2=Cn.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=o,r.ambient[1]=l,r.ambient[2]=c;const M=r.hash;M.directionalLength===h&&M.pointLength===u&&M.spotLength===d&&M.rectAreaLength===p&&M.hemiLength===m&&M.numDirectionalShadows===f&&M.numPointShadows===g&&M.numSpotShadows===v&&M.numSpotMaps===x||(r.directional.length=h,r.spot.length=d,r.rectArea.length=p,r.point.length=u,r.hemi.length=m,r.directionalShadow.length=f,r.directionalShadowMap.length=f,r.pointShadow.length=g,r.pointShadowMap.length=g,r.spotShadow.length=v,r.spotShadowMap.length=v,r.directionalShadowMatrix.length=f,r.pointShadowMatrix.length=g,r.spotLightMatrix.length=v+x-_,r.spotLightMap.length=x,r.numSpotLightShadowsWithMaps=_,M.directionalLength=h,M.pointLength=u,M.spotLength=d,M.rectAreaLength=p,M.hemiLength=m,M.numDirectionalShadows=f,M.numPointShadows=g,M.numSpotShadows=v,M.numSpotMaps=x,r.version=Us++)},setupView:function(t,e){let i=0,n=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=s.length?(a=new ks(t,e),s.push(a)):a=s[r],a},dispose:function(){i=new WeakMap}}}class Vs extends _i{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}class Hs extends _i{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new Gt,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}function Ws(t,e,i){let n=new wn;const r=new Dt,s=new Dt,a=new re,o=new Vs({depthPacking:3201}),l=new Hs,c={},h=i.maxTextureSize,u={0:1,1:0,2:2},p=new cn({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new Dt},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),m=p.clone();m.defines.HORIZONTAL_PASS=1;const f=new ki;f.setAttribute("position",new Li(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const g=new en(f,p),v=this;function x(i,n){const s=e.update(g);p.defines.VSM_SAMPLES!==i.blurSamples&&(p.defines.VSM_SAMPLES=i.blurSamples,m.defines.VSM_SAMPLES=i.blurSamples,p.needsUpdate=!0,m.needsUpdate=!0),null===i.mapPass&&(i.mapPass=new se(r.x,r.y)),p.uniforms.shadow_pass.value=i.map.texture,p.uniforms.resolution.value=i.mapSize,p.uniforms.radius.value=i.radius,t.setRenderTarget(i.mapPass),t.clear(),t.renderBufferDirect(n,null,s,p,g,null),m.uniforms.shadow_pass.value=i.mapPass.texture,m.uniforms.resolution.value=i.mapSize,m.uniforms.radius.value=i.radius,t.setRenderTarget(i.map),t.clear(),t.renderBufferDirect(n,null,s,m,g,null)}function _(e,i,n,r,s,a){let h=null;const d=!0===n.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==d)h=d;else if(h=!0===n.isPointLight?l:o,t.localClippingEnabled&&!0===i.clipShadows&&Array.isArray(i.clippingPlanes)&&0!==i.clippingPlanes.length||i.displacementMap&&0!==i.displacementScale||i.alphaMap&&i.alphaTest>0||i.map&&i.alphaTest>0){const t=h.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=h.clone(),n[e]=r),h=r}return h.visible=i.visible,h.wireframe=i.wireframe,h.side=3===a?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],h.alphaMap=i.alphaMap,h.alphaTest=i.alphaTest,h.map=i.map,h.clipShadows=i.clipShadows,h.clippingPlanes=i.clippingPlanes,h.clipIntersection=i.clipIntersection,h.displacementMap=i.displacementMap,h.displacementScale=i.displacementScale,h.displacementBias=i.displacementBias,h.wireframeLinewidth=i.wireframeLinewidth,h.linewidth=i.linewidth,!0===n.isPointLight&&!0===h.isMeshDistanceMaterial&&(h.referencePosition.setFromMatrixPosition(n.matrixWorld),h.nearDistance=r,h.farDistance=s),h}function y(i,r,s,a,o){if(!1===i.visible)return;if(i.layers.test(r.layers)&&(i.isMesh||i.isLine||i.isPoints)&&(i.castShadow||i.receiveShadow&&3===o)&&(!i.frustumCulled||n.intersectsObject(i))){i.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,i.matrixWorld);const 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instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const n=e?Lt:Math.floor,s=n(r*t.width),a=n(r*t.height);void 0===N&&(N=B(s,a));const o=i?B(s,a):N;o.width=s,o.height=a;return o.getContext("2d").drawImage(t,0,0,s,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+s+"x"+a+")."),o}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function k(t){return Et(t.width)&&Et(t.height)}function G(t,e){return t.generateMipmaps&&e&&t.minFilter!==d&&t.minFilter!==f}function V(e){t.generateMipmap(e)}function H(i,n,r,s,a=!1){if(!1===o)return n;if(null!==i){if(void 0!==t[i])return t[i];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+i+"'")}let l=n;return 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c=s.convert(a.format,a.encoding),h=s.convert(a.type),u=H(a.internalFormat,c,h,a.encoding);n.get(r).__hasExternalTextures||(!0===r.isWebGLMultiviewRenderTarget?i.texStorage3D(35866,0,u,r.width,r.height,r.numViews):32879===l||35866===l?i.texImage3D(l,0,u,r.width,r.height,r.depth,0,c,h,null):i.texImage2D(l,0,u,r.width,r.height,0,c,h,null)),i.bindFramebuffer(36160,e);const d=nt(r);!0===r.isWebGLMultiviewRenderTarget?d?I.framebufferTextureMultisampleMultiviewOVR(36160,36064,n.get(a).__webglTexture,0,it(r),0,r.numViews):I.framebufferTextureMultiviewOVR(36160,36064,n.get(a).__webglTexture,0,0,r.numViews):(3553===l||l>=34069&&l<=34074)&&(d?R.framebufferTexture2DMultisampleEXT(36160,o,l,n.get(a).__webglTexture,0,it(r)):t.framebufferTexture2D(36160,o,l,n.get(a).__webglTexture,0)),i.bindFramebuffer(36160,null)}function et(e,i,r){if(t.bindRenderbuffer(36161,e),!0===i.isWebGLMultiviewRenderTarget){const e=nt(i),r=i.numViews,s=i.depthTexture;let 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n=it(i);r&&!1===nt(i)?t.renderbufferStorageMultisample(36161,n,35056,i.width,i.height):nt(i)?R.renderbufferStorageMultisampleEXT(36161,n,35056,i.width,i.height):t.renderbufferStorage(36161,34041,i.width,i.height),t.framebufferRenderbuffer(36160,33306,36161,e)}else{const e=!0===i.isWebGLMultipleRenderTargets?i.texture:[i.texture];for(let n=0;n0&&!0===e.has("WEBGL_multisampled_render_to_texture")&&!1!==i.__useRenderToTexture}function rt(t,i){const n=t.encoding,r=t.format,s=t.type;return!0===t.isCompressedTexture||!0===t.isVideoTexture||t.format===vt||n!==ct&&(n===ht?!1===o?!0===e.has("EXT_sRGB")&&r===S?(t.format=vt,t.minFilter=f,t.generateMipmaps=!1):i=Qt.sRGBToLinear(i):r===S&&s===x||console.warn("THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):console.error("THREE.WebGLTextures: Unsupported texture encoding:",n)),i}this.allocateTextureUnit=function(){const t=Z;return t>=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units 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a=n.get(e);e.version>0&&a.__version!==e.version?function(e,r,a){if(6!==r.image.length)return;const l=Q(e,r),c=r.source;i.bindTexture(34067,e.__webglTexture,33984+a);const h=n.get(c);if(c.version!==h.__version||!0===l){i.activeTexture(33984+a),t.pixelStorei(37440,r.flipY),t.pixelStorei(37441,r.premultiplyAlpha),t.pixelStorei(3317,r.unpackAlignment),t.pixelStorei(37443,0);const e=r.isCompressedTexture||r.image[0].isCompressedTexture,n=r.image[0]&&r.image[0].isDataTexture,u=[];for(let t=0;t<6;t++)u[t]=e||n?n?r.image[t].image:r.image[t]:F(r.image[t],!1,!0,E),u[t]=rt(r,u[t]);const d=u[0],p=k(d)||o,m=s.convert(r.format,r.encoding),f=s.convert(r.type),g=H(r.internalFormat,m,f,r.encoding),v=o&&!0!==r.isVideoTexture,x=void 0===h.__version||!0===l;let _,y=W(r,d,p);if($(34067,r,p),e){v&&x&&i.texStorage2D(34067,y,g,d.width,d.height);for(let t=0;t<6;t++){_=u[t].mipmaps;for(let e=0;e<_.length;e++){const n=_[e];r.format!==S?null!==m?v?i.compressedTexSubImage2D(34069+t,e,0,0,n.width,n.height,m,n.data):i.compressedTexImage2D(34069+t,e,g,n.width,n.height,0,n.data):console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()"):v?i.texSubImage2D(34069+t,e,0,0,n.width,n.height,m,f,n.data):i.texImage2D(34069+t,e,g,n.width,n.height,0,m,f,n.data)}}}else{_=r.mipmaps,v&&x&&(_.length>0&&y++,i.texStorage2D(34067,y,g,u[0].width,u[0].height));for(let t=0;t<6;t++)if(n){v?i.texSubImage2D(34069+t,0,0,0,u[t].width,u[t].height,m,f,u[t].data):i.texImage2D(34069+t,0,g,u[t].width,u[t].height,0,m,f,u[t].data);for(let e=0;e<_.length;e++){const n=_[e].image[t].image;v?i.texSubImage2D(34069+t,e+1,0,0,n.width,n.height,m,f,n.data):i.texImage2D(34069+t,e+1,g,n.width,n.height,0,m,f,n.data)}}else{v?i.texSubImage2D(34069+t,0,0,0,m,f,u[t]):i.texImage2D(34069+t,0,g,m,f,u[t]);for(let e=0;e<_.length;e++){const n=_[e];v?i.texSubImage2D(34069+t,e+1,0,0,m,f,n.image[t]):i.texImage2D(34069+t,e+1,g,m,f,n.image[t])}}}G(r,p)&&V(34067),h.__version=c.version,r.onUpdate&&r.onUpdate(r)}e.__version=r.version}(a,e,r):i.bindTexture(34067,a.__webglTexture,33984+r)},this.rebindTextures=function(t,e,i){const r=n.get(t);void 0!==e&&this.setupFrameBufferTexture(r.__webglFramebuffer,t,t.texture,36064,3553),void 0!==i&&this.setupDepthRenderbuffer(t)},this.uploadTexture=function(e,r,a){if(this.deferTextureUploads)return r.isPendingDeferredUpload||(r.isPendingDeferredUpload=!0,z.push({textureProperties:e,texture:r,slot:a})),!1;let l=3553;(r.isDataArrayTexture||r.isCompressedArrayTexture)&&(l=35866),r.isData3DTexture&&(l=32879);const c=Q(e,r),u=r.source;i.bindTexture(l,e.__webglTexture,33984+a);const p=n.get(u);if(u.version!==p.__version||!0===c){i.activeTexture(33984+a),t.pixelStorei(37440,r.flipY),t.pixelStorei(37441,r.premultiplyAlpha),t.pixelStorei(3317,r.unpackAlignment),t.pixelStorei(37443,0);const e=function(t){return!o&&(t.wrapS!==h||t.wrapT!==h||t.minFilter!==d&&t.minFilter!==f)}(r)&&!1===k(r.image);let n=F(r.image,e,!1,C);n=rt(r,n);const m=k(n)||o,g=s.convert(r.format,r.encoding);let v,x=s.convert(r.type),b=H(r.internalFormat,g,x,r.encoding,r.isVideoTexture);$(l,r,m);const E=r.mipmaps,L=o&&!0!==r.isVideoTexture,R=void 0===p.__version||!0===c,P=W(r,n,m);if(r.isDepthTexture)b=6402,o?b=r.type===M?36012:r.type===y?33190:r.type===w?35056:33189:r.type===M&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),r.format===T&&6402===b&&r.type!==_&&r.type!==y&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),r.type=y,x=s.convert(r.type)),r.format===A&&6402===b&&(b=34041,r.type!==w&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),r.type=w,x=s.convert(r.type))),R&&(L?i.texStorage2D(3553,1,b,n.width,n.height):i.texImage2D(3553,0,b,n.width,n.height,0,g,x,null));else if(r.isDataTexture)if(E.length>0&&m){L&&R&&i.texStorage2D(3553,P,b,E[0].width,E[0].height);for(let t=0,e=E.length;t>=1,e>>=1}}else if(E.length>0&&m){L&&R&&i.texStorage2D(3553,P,b,E[0].width,E[0].height);for(let t=0,e=E.length;t0&&!1===nt(e)){const n=d?l:[l];c.__webglMultisampledFramebuffer=t.createFramebuffer(),c.__webglColorRenderbuffer=[],i.bindFramebuffer(36160,c.__webglMultisampledFramebuffer);for(let i=0;i0&&!1===nt(e)){const r=e.isWebGLMultipleRenderTargets?e.texture:[e.texture],s=e.width,a=e.height;let o=16384;const l=[],c=e.stencilBuffer?33306:36096,h=n.get(e),u=!0===e.isWebGLMultipleRenderTargets;if(u)for(let e=0;eo+c?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&a<=o-c&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==o&&t.gripSpace&&(r=e.getPose(t.gripSpace,i),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1));null!==a&&(n=e.getPose(t.targetRaySpace,i),null===n&&null!==r&&(n=r),null!==n&&(a.matrix.fromArray(n.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),n.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(n.linearVelocity)):a.hasLinearVelocity=!1,n.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(n.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(Ks)))}return null!==a&&(a.visible=null!==n),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}_getHandJoint(t,e){if(void 0===t.joints[e.jointName]){const i=new Js;i.matrixAutoUpdate=!1,i.visible=!1,t.joints[e.jointName]=i,t.add(i)}return t.joints[e.jointName]}}class Qs extends ne{constructor(t,e,i,n,r,s,a,o,l,c){if((c=void 0!==c?c:T)!==T&&c!==A)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===i&&c===T&&(i=y),void 0===i&&c===A&&(i=w),super(null,n,r,s,a,o,c,i,l),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==a?a:d,this.minFilter=void 0!==o?o:d,this.flipY=!1,this.generateMipmaps=!1}}class ta extends xt{constructor(t,e,i,n){super();const r=this;let s=null,a=1,o=null,l="local-floor",c=1,h=null,u=null,d=null,p=null,m=null,f=null;const g=e.getContextAttributes();let v=null,_=null;const M=[],b=[],E=new Set,C=new Map,L=new un;L.layers.enable(1),L.viewport=new re;const R=new un;R.layers.enable(2),R.viewport=new re;const P=[L,R],I=new Zs;I.layers.enable(1),I.layers.enable(2);let D=null,N=null;function O(t){const e=b.indexOf(t.inputSource);if(-1===e)return;const i=M[e];void 0!==i&&i.dispatchEvent({type:t.type,data:t.inputSource})}function z(){s.removeEventListener("select",O),s.removeEventListener("selectstart",O),s.removeEventListener("selectend",O),s.removeEventListener("squeeze",O),s.removeEventListener("squeezestart",O),s.removeEventListener("squeezeend",O),s.removeEventListener("end",z),s.removeEventListener("inputsourceschange",U);for(let t=0;t=0&&(b[n]=null,M[n].disconnect(i))}for(let e=0;e=b.length){b.push(i),n=t;break}if(null===b[t]){b[t]=i,n=t;break}}if(-1===n)break}const r=M[n];r&&r.connect(i)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.isMultiview=!1,this.getController=function(t){let e=M[t];return void 0===e&&(e=new $s,M[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=M[t];return void 0===e&&(e=new $s,M[t]=e),e.getGripSpace()},this.getHand=function(t){let e=M[t];return void 0===e&&(e=new $s,M[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){a=t,!0===r.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){l=t,!0===r.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return h||o},this.setReferenceSpace=function(t){h=t},this.getBaseLayer=function(){return null!==p?p:m},this.getBinding=function(){return d},this.getFrame=function(){return f},this.getSession=function(){return s},this.setSession=async function(u){if(s=u,null!==s){if(v=t.getRenderTarget(),s.addEventListener("select",O),s.addEventListener("selectstart",O),s.addEventListener("selectend",O),s.addEventListener("squeeze",O),s.addEventListener("squeezestart",O),s.addEventListener("squeezeend",O),s.addEventListener("end",z),s.addEventListener("inputsourceschange",U),!0!==g.xrCompatible&&await e.makeXRCompatible(),void 0===s.renderState.layers||!1===t.capabilities.isWebGL2){const i={antialias:void 0!==s.renderState.layers||g.antialias,alpha:g.alpha,depth:g.depth,stencil:g.stencil,framebufferScaleFactor:a};m=new XRWebGLLayer(s,e,i),s.updateRenderState({baseLayer:m}),_=new se(m.framebufferWidth,m.framebufferHeight,{format:S,type:x,encoding:t.outputEncoding,stencilBuffer:g.stencil})}else{let o=null,l=null,c=null;g.depth&&(c=g.stencil?35056:33190,o=g.stencil?A:T,l=g.stencil?w:y),r.isMultiview=n&&i.has("OCULUS_multiview");const h={colorFormat:32856,depthFormat:c,scaleFactor:a};r.isMultiview&&(h.textureType="texture-array"),d=new XRWebGLBinding(s,e),p=d.createProjectionLayer(h),s.updateRenderState({layers:[p]});const u={format:S,type:x,depthTexture:new Qs(p.textureWidth,p.textureHeight,l,void 0,void 0,void 0,void 0,void 0,void 0,o),stencilBuffer:g.stencil,encoding:t.outputEncoding,samples:g.antialias?4:0};if(r.isMultiview){const t=i.get("OCULUS_multiview");this.maxNumViews=e.getParameter(t.MAX_VIEWS_OVR),_=new gn(p.textureWidth,p.textureHeight,2,u)}else _=new se(p.textureWidth,p.textureHeight,u);t.properties.get(_).__ignoreDepthValues=p.ignoreDepthValues}_.isXRRenderTarget=!0,this.setFoveation(c),h=null,o=await s.requestReferenceSpace(l),V.setContext(s),V.start(),r.isPresenting=!0,r.dispatchEvent({type:"sessionstart"})}};const B=new Gt,F=new Gt;function k(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()}this.updateCamera=function(t){if(null===s)return;I.near=R.near=L.near=t.near,I.far=R.far=L.far=t.far,D===I.near&&N===I.far||(s.updateRenderState({depthNear:I.near,depthFar:I.far}),D=I.near,N=I.far);const e=t.parent,i=I.cameras;k(I,e);for(let t=0;te&&(C.set(t,t.lastChangedTime),r.dispatchEvent({type:"planechanged",data:t}))}else E.add(t),C.set(t,i.lastChangedTime),r.dispatchEvent({type:"planeadded",data:t})}f=null})),this.setAnimationLoop=function(t){G=t},this.dispose=function(){}}}function ea(t,e){function i(i,n){i.opacity.value=n.opacity,n.color&&i.diffuse.value.copy(n.color),n.emissive&&i.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity),n.map&&(i.map.value=n.map),n.alphaMap&&(i.alphaMap.value=n.alphaMap),n.bumpMap&&(i.bumpMap.value=n.bumpMap,i.bumpScale.value=n.bumpScale,1===n.side&&(i.bumpScale.value*=-1)),n.displacementMap&&(i.displacementMap.value=n.displacementMap,i.displacementScale.value=n.displacementScale,i.displacementBias.value=n.displacementBias),n.emissiveMap&&(i.emissiveMap.value=n.emissiveMap),n.normalMap&&(i.normalMap.value=n.normalMap,i.normalScale.value.copy(n.normalScale),1===n.side&&i.normalScale.value.negate()),n.specularMap&&(i.specularMap.value=n.specularMap),n.alphaTest>0&&(i.alphaTest.value=n.alphaTest);const r=e.get(n).envMap;if(r&&(i.envMap.value=r,i.flipEnvMap.value=r.isCubeTexture&&!1===r.isRenderTargetTexture?-1:1,i.reflectivity.value=n.reflectivity,i.ior.value=n.ior,i.refractionRatio.value=n.refractionRatio),n.lightMap){i.lightMap.value=n.lightMap;const e=!0===t.useLegacyLights?Math.PI:1;i.lightMapIntensity.value=n.lightMapIntensity*e}let s,a;n.aoMap&&(i.aoMap.value=n.aoMap,i.aoMapIntensity.value=n.aoMapIntensity),n.map?s=n.map:n.specularMap?s=n.specularMap:n.displacementMap?s=n.displacementMap:n.normalMap?s=n.normalMap:n.bumpMap?s=n.bumpMap:n.roughnessMap?s=n.roughnessMap:n.metalnessMap?s=n.metalnessMap:n.alphaMap?s=n.alphaMap:n.emissiveMap?s=n.emissiveMap:n.clearcoatMap?s=n.clearcoatMap:n.clearcoatNormalMap?s=n.clearcoatNormalMap:n.clearcoatRoughnessMap?s=n.clearcoatRoughnessMap:n.iridescenceMap?s=n.iridescenceMap:n.iridescenceThicknessMap?s=n.iridescenceThicknessMap:n.specularIntensityMap?s=n.specularIntensityMap:n.specularColorMap?s=n.specularColorMap:n.transmissionMap?s=n.transmissionMap:n.thicknessMap?s=n.thicknessMap:n.sheenColorMap?s=n.sheenColorMap:n.sheenRoughnessMap&&(s=n.sheenRoughnessMap),void 0!==s&&(s.isWebGLRenderTarget&&(s=s.texture),!0===s.matrixAutoUpdate&&s.updateMatrix(),i.uvTransform.value.copy(s.matrix)),n.aoMap?a=n.aoMap:n.lightMap&&(a=n.lightMap),void 0!==a&&(a.isWebGLRenderTarget&&(a=a.texture),!0===a.matrixAutoUpdate&&a.updateMatrix(),i.uv2Transform.value.copy(a.matrix))}return{refreshFogUniforms:function(e,i){i.color.getRGB(e.fogColor.value,on(t)),i.isFog?(e.fogNear.value=i.near,e.fogFar.value=i.far):i.isFogExp2&&(e.fogDensity.value=i.density)},refreshMaterialUniforms:function(t,n,r,s,a){n.isMeshBasicMaterial||n.isMeshLambertMaterial?i(t,n):n.isMeshToonMaterial?(i(t,n),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,n)):n.isMeshPhongMaterial?(i(t,n),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,n)):n.isMeshStandardMaterial?(i(t,n),function(t,i){t.roughness.value=i.roughness,t.metalness.value=i.metalness,i.roughnessMap&&(t.roughnessMap.value=i.roughnessMap);i.metalnessMap&&(t.metalnessMap.value=i.metalnessMap);const n=e.get(i).envMap;n&&(t.envMapIntensity.value=i.envMapIntensity)}(t,n),n.isMeshPhysicalMaterial&&function(t,e,i){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap),e.clearcoatNormalMap&&(t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),t.clearcoatNormalMap.value=e.clearcoatNormalMap,1===e.side&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap);e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap)}(t,n,a)):n.isMeshMatcapMaterial?(i(t,n),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,n)):n.isMeshDepthMaterial?i(t,n):n.isMeshDistanceMaterial?(i(t,n),function(t,e){t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,n)):n.isMeshNormalMaterial?i(t,n):n.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,n),n.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,n)):n.isPointsMaterial?function(t,e,i,n){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*n,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let r;e.map?r=e.map:e.alphaMap&&(r=e.alphaMap);void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),t.uvTransform.value.copy(r.matrix))}(t,n,r,s):n.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let i;e.map?i=e.map:e.alphaMap&&(i=e.alphaMap);void 0!==i&&(!0===i.matrixAutoUpdate&&i.updateMatrix(),t.uvTransform.value.copy(i.matrix))}(t,n):n.isShadowMaterial?(t.color.value.copy(n.color),t.opacity.value=n.opacity):n.isShaderMaterial&&(n.uniformsNeedUpdate=!1)}}}function ia(t,e,i,n){let r={},s={},a=[];const o=i.isWebGL2?t.getParameter(35375):0;function l(t,e,i){const n=t.value;if(void 0===i[e]){if("number"==typeof n)i[e]=n;else{const t=Array.isArray(n)?n:[n],r=[];for(let e=0;e0){r=i%n;0!==r&&n-r-a.boundary<0&&(i+=n-r,s.__offset=i)}i+=a.storage}r=i%n,r>0&&(i+=n-r);t.__size=i,t.__cache={}}(i),d=function(e){const i=function(){for(let t=0;t0?dt.updateCameraProjectionMatricesUniform(t,R):R.setValue(yt,"projectionMatrix",t.projectionMatrix),Z.logarithmicDepthBuffer&&R.setValue(yt,"logDepthBufFC",2/(Math.log(t.far+1)/Math.LN2)),C!==t&&(C=t,T=!0,L=!0),n.isShaderMaterial||n.isMeshPhongMaterial||n.isMeshToonMaterial||n.isMeshStandardMaterial||n.envMap){const e=R.map.cameraPosition;void 0!==e&&e.setValue(yt,j.setFromMatrixPosition(t.matrixWorld))}(n.isMeshPhongMaterial||n.isMeshToonMaterial||n.isMeshLambertMaterial||n.isMeshBasicMaterial||n.isMeshStandardMaterial||n.isShaderMaterial)&&R.setValue(yt,"isOrthographic",!0===t.isOrthographicCamera),(n.isMeshPhongMaterial||n.isMeshToonMaterial||n.isMeshLambertMaterial||n.isMeshBasicMaterial||n.isMeshStandardMaterial||n.isShaderMaterial||n.isShadowMaterial||r.isSkinnedMesh)&&(w.numMultiviewViews>0?dt.updateCameraViewMatricesUniform(t,R):R.setValue(yt,"viewMatrix",t.matrixWorldInverse))}if(r.isSkinnedMesh){R.setOptional(yt,r,"bindMatrix"),R.setOptional(yt,r,"bindMatrixInverse");const t=r.skeleton;t&&(Z.floatVertexTextures?(null===t.boneTexture&&t.computeBoneTexture(),R.setValue(yt,"boneTexture",t.boneTexture,Q),R.setValue(yt,"boneTextureSize",t.boneTextureSize)):console.warn("THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required."))}const I=i.morphAttributes;(void 0!==I.position||void 0!==I.normal||void 0!==I.color&&!0===Z.isWebGL2)&&mt.update(r,i,w);(T||y.receiveShadow!==r.receiveShadow)&&(y.receiveShadow=r.receiveShadow,R.setValue(yt,"receiveShadow",r.receiveShadow));n.isMeshGouraudMaterial&&null!==n.envMap&&(P.envMap.value=l,P.flipEnvMap.value=l.isCubeTexture&&!1===l.isRenderTargetTexture?-1:1);T&&(R.setValue(yt,"toneMappingExposure",_.toneMappingExposure),y.needsLights&&(z=L,(O=P).ambientLightColor.needsUpdate=z,O.lightProbe.needsUpdate=z,O.directionalLights.needsUpdate=z,O.directionalLightShadows.needsUpdate=z,O.pointLights.needsUpdate=z,O.pointLightShadows.needsUpdate=z,O.spotLights.needsUpdate=z,O.spotLightShadows.needsUpdate=z,O.rectAreaLights.needsUpdate=z,O.hemisphereLights.needsUpdate=z),s&&!0===n.fog&&at.refreshFogUniforms(P,s),at.refreshMaterialUniforms(P,n,N,D,H),hs.upload(yt,y.uniformsList,P,Q));var O,z;n.isShaderMaterial&&!0===n.uniformsNeedUpdate&&(hs.upload(yt,y.uniformsList,P,Q),n.uniformsNeedUpdate=!1);n.isSpriteMaterial&&R.setValue(yt,"center",r.center);w.numMultiviewViews>0?dt.updateObjectMatricesUniforms(r,t,R):(R.setValue(yt,"modelViewMatrix",r.modelViewMatrix),R.setValue(yt,"normalMatrix",r.normalMatrix));if(R.setValue(yt,"modelMatrix",r.matrixWorld),n.isShaderMaterial||n.isRawShaderMaterial){const t=n.uniformsGroups;for(let e=0,i=t.length;e0&&function(t,e,i){const n=Z.isWebGL2;null===H&&(H=new se(1024,1024,{generateMipmaps:!0,type:Y.has("EXT_color_buffer_half_float")?b:x,minFilter:v,samples:n&&!0===a?4:0}));const r=_.getRenderTarget();_.setRenderTarget(H),_.clear();const s=_.toneMapping;_.toneMapping=0,Dt(t,e,i),_.toneMapping=s,Q.updateMultisampleRenderTarget(H),Q.updateRenderTargetMipmap(H),_.setRenderTarget(r)}(r,e,i),n&&J.viewport(L.copy(n)),r.length>0&&Dt(r,e,i),s.length>0&&Dt(s,e,i),o.length>0&&Dt(o,e,i),J.buffers.depth.setTest(!0),J.buffers.depth.setMask(!0),J.buffers.color.setMask(!0),J.setPolygonOffset(!1)}function Dt(t,e,i){const n=!0===e.isScene?e.overrideMaterial:null;for(let r=0,s=t.length;r0?g[g.length-1]:null,f.pop(),p=f.length>0?f[f.length-1]:null},this.getActiveCubeFace=function(){return w},this.getActiveMipmapLevel=function(){return T},this.getRenderTarget=function(){return A},this.setRenderTargetTextures=function(t,e,i){$.get(t.texture).__webglTexture=e,$.get(t.depthTexture).__webglTexture=i;const n=$.get(t);n.__hasExternalTextures=!0,n.__autoAllocateDepthBuffer=void 0===i,n.__autoAllocateDepthBuffer||A.isWebGLMultiviewRenderTarget||!0===Y.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),n.__useRenderToTexture=!1)},this.setRenderTargetFramebuffer=function(t,e){const i=$.get(t);i.__webglFramebuffer=e,i.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,i=0){A=t,w=e,T=i;let n=!0,r=null,s=!1,a=!1;if(t){const i=$.get(t);void 0!==i.__useDefaultFramebuffer?(J.bindFramebuffer(36160,null),n=!1):void 0===i.__webglFramebuffer?Q.setupRenderTarget(t):i.__hasExternalTextures&&Q.rebindTextures(t,$.get(t.texture).__webglTexture,$.get(t.depthTexture).__webglTexture);const o=t.texture;(o.isData3DTexture||o.isDataArrayTexture||o.isCompressedArrayTexture)&&(a=!0);const l=$.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=l[e],s=!0):r=Z.isWebGL2&&t.samples>0&&!1===Q.useMultisampledRTT(t)?$.get(t).__webglMultisampledFramebuffer:l,L.copy(t.viewport),R.copy(t.scissor),P=t.scissorTest}else L.copy(U).multiplyScalar(N).floor(),R.copy(B).multiplyScalar(N).floor(),P=F;if(J.bindFramebuffer(36160,r)&&Z.drawBuffers&&n&&J.drawBuffers(t,r),J.viewport(L),J.scissor(R),J.setScissorTest(P),s){const n=$.get(t.texture);yt.framebufferTexture2D(36160,36064,34069+e,n.__webglTexture,i)}else if(a){const n=$.get(t.texture),r=e||0;yt.framebufferTextureLayer(36160,36064,n.__webglTexture,i||0,r)}E=-1},this.readRenderTargetPixels=function(t,e,i,n,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=$.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){J.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==S&&vt.convert(o)!==yt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===b&&(Y.has("EXT_color_buffer_half_float")||Z.isWebGL2&&Y.has("EXT_color_buffer_float"));if(!(l===x||vt.convert(l)===yt.getParameter(35738)||l===M&&(Z.isWebGL2||Y.has("OES_texture_float")||Y.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-n&&i>=0&&i<=t.height-r&&yt.readPixels(e,i,n,r,vt.convert(o),vt.convert(l),s)}finally{const t=null!==A?$.get(A).__webglFramebuffer:null;J.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,i=0){const n=Math.pow(2,-i),r=Math.floor(e.image.width*n),s=Math.floor(e.image.height*n);Q.setTexture2D(e,0),yt.copyTexSubImage2D(3553,i,0,0,t.x,t.y,r,s),J.unbindTexture()},this.copyTextureToTexture=function(t,e,i,n=0){const r=e.image.width,s=e.image.height,a=vt.convert(i.format),o=vt.convert(i.type);Q.setTexture2D(i,0),yt.pixelStorei(37440,i.flipY),yt.pixelStorei(37441,i.premultiplyAlpha),yt.pixelStorei(3317,i.unpackAlignment),e.isDataTexture?yt.texSubImage2D(3553,n,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?yt.compressedTexSubImage2D(3553,n,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):yt.texSubImage2D(3553,n,t.x,t.y,a,o,e.image),0===n&&i.generateMipmaps&&yt.generateMipmap(3553),J.unbindTexture()},this.copyTextureToTexture3D=function(t,e,i,n,r=0){if(_.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const s=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=vt.convert(n.format),c=vt.convert(n.type);let h;if(n.isData3DTexture)Q.setTexture3D(n,0),h=32879;else{if(!n.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");Q.setTexture2DArray(n,0),h=35866}yt.pixelStorei(37440,n.flipY),yt.pixelStorei(37441,n.premultiplyAlpha),yt.pixelStorei(3317,n.unpackAlignment);const u=yt.getParameter(3314),d=yt.getParameter(32878),p=yt.getParameter(3316),m=yt.getParameter(3315),f=yt.getParameter(32877),g=i.isCompressedTexture?i.mipmaps[0]:i.image;yt.pixelStorei(3314,g.width),yt.pixelStorei(32878,g.height),yt.pixelStorei(3316,t.min.x),yt.pixelStorei(3315,t.min.y),yt.pixelStorei(32877,t.min.z),i.isDataTexture||i.isData3DTexture?yt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g.data):i.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),yt.compressedTexSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,g.data)):yt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g),yt.pixelStorei(3314,u),yt.pixelStorei(32878,d),yt.pixelStorei(3316,p),yt.pixelStorei(3315,m),yt.pixelStorei(32877,f),0===r&&n.generateMipmaps&&yt.generateMipmap(h),J.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?Q.setTextureCube(t,0):t.isData3DTexture?Q.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?Q.setTexture2DArray(t,0):Q.setTexture2D(t,0),J.unbindTexture()},this.resetState=function(){w=0,T=0,A=null,J.reset(),xt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}Object.defineProperties(na.prototype,{physicallyCorrectLights:{get:function(){return console.warn("THREE.WebGLRenderer: the property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead."),!this.useLegacyLights},set:function(t){console.warn("THREE.WebGLRenderer: the property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead."),this.useLegacyLights=!t}}});class ra extends na{}ra.prototype.isWebGL1Renderer=!0;class sa{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new Si(t),this.density=e}clone(){return new sa(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}class aa{constructor(t,e=1,i=1e3){this.isFog=!0,this.name="",this.color=new Si(t),this.near=e,this.far=i}clone(){return new aa(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}class oa extends ai{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(e.object.backgroundIntensity=this.backgroundIntensity),e}get autoUpdate(){return console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate}set autoUpdate(t){console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate=t}}class la{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=ft,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=wt()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,i){t*=this.stride,i*=e.stride;for(let n=0,r=this.stride;nt.far||e.push({distance:o,point:pa.clone(),uv:vi.getUV(pa,_a,ya,Ma,ba,wa,Sa,new Dt),face:null,object:this})}copy(t,e){return super.copy(t,e),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function Aa(t,e,i,n,r,s){ga.subVectors(t,i).addScalar(.5).multiply(n),void 0!==r?(va.x=s*ga.x-r*ga.y,va.y=r*ga.x+s*ga.y):va.copy(ga),t.copy(e),t.x+=va.x,t.y+=va.y,t.applyMatrix4(xa)}const Ea=new Gt,Ca=new Gt;class La extends ai{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,i=e.length;t0){let i,n;for(i=1,n=e.length;i0){Ea.setFromMatrixPosition(this.matrixWorld);const i=t.ray.origin.distanceTo(Ea);this.getObjectForDistance(i).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){Ea.setFromMatrixPosition(t.matrixWorld),Ca.setFromMatrixPosition(this.matrixWorld);const i=Ea.distanceTo(Ca)/t.zoom;let n,r;for(e[0].object.visible=!0,n=1,r=e.length;n=t))break;e[n-1].object.visible=!1,e[n].object.visible=!0}for(this._currentLevel=n-1;no)continue;u.applyMatrix4(this.matrixWorld);const s=t.ray.origin.distanceTo(u);st.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}else{for(let i=Math.max(0,s.start),n=Math.min(m.count,s.start+s.count)-1;io)continue;u.applyMatrix4(this.matrixWorld);const n=t.ray.origin.distanceTo(u);nt.far||e.push({distance:n,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;tr.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:i,index:e,face:null,object:a})}}class po extends ne{constructor(t,e,i,n,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,n,r,h,u),this.isCompressedTexture=!0,this.image={width:e,height:i},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class mo{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const i=this.getUtoTmapping(t);return this.getPoint(i,e)}getPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPoint(i/t));return e}getSpacedPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPointAt(i/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let i,n=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)i=this.getPoint(s/t),r+=i.distanceTo(n),e.push(r),n=i;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const i=this.getLengths();let n=0;const r=i.length;let s;s=e||t*i[r-1];let a,o=0,l=r-1;for(;o<=l;)if(n=Math.floor(o+(l-o)/2),a=i[n]-s,a<0)o=n+1;else{if(!(a>0)){l=n;break}l=n-1}if(n=l,i[n]===s)return n/(r-1);const c=i[n];return(n+(s-c)/(i[n+1]-c))/(r-1)}getTangent(t,e){const i=1e-4;let n=t-i,r=t+i;n<0&&(n=0),r>1&&(r=1);const s=this.getPoint(n),a=this.getPoint(r),o=e||(s.isVector2?new Dt:new Gt);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const i=this.getUtoTmapping(t);return this.getTangent(i,e)}computeFrenetFrames(t,e){const i=new Gt,n=[],r=[],s=[],a=new Gt,o=new Oe;for(let e=0;e<=t;e++){const i=e/t;n[e]=this.getTangentAt(i,new Gt)}r[0]=new Gt,s[0]=new Gt;let l=Number.MAX_VALUE;const c=Math.abs(n[0].x),h=Math.abs(n[0].y),u=Math.abs(n[0].z);c<=l&&(l=c,i.set(1,0,0)),h<=l&&(l=h,i.set(0,1,0)),u<=l&&i.set(0,0,1),a.crossVectors(n[0],i).normalize(),r[0].crossVectors(n[0],a),s[0].crossVectors(n[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(n[e-1],n[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(St(n[e-1].dot(n[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(n[e],r[e])}if(!0===e){let e=Math.acos(St(r[0].dot(r[t]),-1,1));e/=t,n[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let i=1;i<=t;i++)r[i].applyMatrix4(o.makeRotationAxis(n[i],e*i)),s[i].crossVectors(n[i],r[i])}return{tangents:n,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class fo extends mo{constructor(t=0,e=0,i=1,n=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=i,this.yRadius=n,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const i=e||new Dt,n=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)n;)r-=n;r0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=n[(l-1)%r]:(xo.subVectors(n[0],n[1]).add(n[0]),a=xo);const h=n[l%r],u=n[(l+1)%r];if(this.closed||l+2n.length-2?n.length-1:s+1],h=n[s>n.length-3?n.length-1:s+2];return i.set(wo(a,o.x,l.x,c.x,h.x),wo(a,o.y,l.y,c.y,h.y)),i}copy(t){super.copy(t),this.points=[];for(let e=0,i=t.points.length;e=i){const t=n[r]-i,s=this.curves[r],a=s.getLength(),o=0===a?0:1-t/a;return s.getPointAt(o,e)}r++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let i=0,n=this.curves.length;i1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,i=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class zo extends ki{constructor(t=[new Dt(0,-.5),new Dt(.5,0),new Dt(0,.5)],e=12,i=0,n=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:i,phiLength:n},e=Math.floor(e),n=St(n,0,2*Math.PI);const r=[],s=[],a=[],o=[],l=[],c=1/e,h=new Gt,u=new Dt,d=new Gt,p=new Gt,m=new Gt;let f=0,g=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,m.copy(d),d.normalize(),o.push(d.x,d.y,d.z);break;case t.length-1:o.push(m.x,m.y,m.z);break;default:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,p.copy(d),d.x+=m.x,d.y+=m.y,d.z+=m.z,d.normalize(),o.push(d.x,d.y,d.z),m.copy(p)}for(let r=0;r<=e;r++){const d=i+r*c*n,p=Math.sin(d),m=Math.cos(d);for(let i=0;i<=t.length-1;i++){h.x=t[i].x*p,h.y=t[i].y,h.z=t[i].x*m,s.push(h.x,h.y,h.z),u.x=r/e,u.y=i/(t.length-1),a.push(u.x,u.y);const n=o[3*i+0]*p,c=o[3*i+1],d=o[3*i+0]*m;l.push(n,c,d)}}for(let i=0;i0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new Ii(h,3)),this.setAttribute("normal",new Ii(u,3)),this.setAttribute("uv",new Ii(d,2))}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new Fo(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class ko extends Fo{constructor(t=1,e=1,i=32,n=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,i,n,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:i,heightSegments:n,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new ko(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Go extends ki{constructor(t=[],e=[],i=1,n=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:i,detail:n};const r=[],s=[];function a(t,e,i,n){const r=n+1,s=[];for(let n=0;n<=r;n++){s[n]=[];const a=t.clone().lerp(i,n/r),o=e.clone().lerp(i,n/r),l=r-n;for(let t=0;t<=l;t++)s[n][t]=0===t&&n===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),i<.2&&(s[t+2]+=1),n<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new Ii(r,3)),this.setAttribute("normal",new Ii(r.slice(),3)),this.setAttribute("uv",new Ii(s,2)),0===n?this.computeVertexNormals():this.normalizeNormals()}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new Go(t.vertices,t.indices,t.radius,t.details)}}class Vo extends Go{constructor(t=1,e=0){const i=(1+Math.sqrt(5))/2,n=1/i;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-n,-i,0,-n,i,0,n,-i,0,n,i,-n,-i,0,-n,i,0,n,-i,0,n,i,0,-i,0,-n,i,0,-n,-i,0,n,i,0,n],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new Vo(t.radius,t.detail)}}const Ho=new Gt,Wo=new Gt,jo=new Gt,qo=new vi;class Xo extends ki{constructor(t=null,e=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:t,thresholdAngle:e},null!==t){const 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i=t;do{if(i.i!==t.i&&i.next.i!==t.i&&i.i!==e.i&&i.next.i!==e.i&&dl(i,i.next,t,e))return!0;i=i.next}while(i!==t);return!1}(t,e)&&(fl(t,e)&&fl(e,t)&&function(t,e){let i=t,n=!1;const r=(t.x+e.x)/2,s=(t.y+e.y)/2;do{i.y>s!=i.next.y>s&&i.next.y!==i.y&&r<(i.next.x-i.x)*(s-i.y)/(i.next.y-i.y)+i.x&&(n=!n),i=i.next}while(i!==t);return n}(t,e)&&(hl(t.prev,t,e.prev)||hl(t,e.prev,e))||ul(t,e)&&hl(t.prev,t,t.next)>0&&hl(e.prev,e,e.next)>0)}function hl(t,e,i){return(e.y-t.y)*(i.x-e.x)-(e.x-t.x)*(i.y-e.y)}function ul(t,e){return t.x===e.x&&t.y===e.y}function dl(t,e,i,n){const r=ml(hl(t,e,i)),s=ml(hl(t,e,n)),a=ml(hl(i,n,t)),o=ml(hl(i,n,e));return r!==s&&a!==o||(!(0!==r||!pl(t,i,e))||(!(0!==s||!pl(t,n,e))||(!(0!==a||!pl(i,t,n))||!(0!==o||!pl(i,e,n)))))}function pl(t,e,i){return e.x<=Math.max(t.x,i.x)&&e.x>=Math.min(t.x,i.x)&&e.y<=Math.max(t.y,i.y)&&e.y>=Math.min(t.y,i.y)}function ml(t){return t>0?1:t<0?-1:0}function fl(t,e){return hl(t.prev,t,t.next)<0?hl(t,e,t.next)>=0&&hl(t,t.prev,e)>=0:hl(t,e,t.prev)<0||hl(t,t.next,e)<0}function gl(t,e){const i=new _l(t.i,t.x,t.y),n=new _l(e.i,e.x,e.y),r=t.next,s=e.prev;return t.next=e,e.prev=t,i.next=r,r.prev=i,n.next=i,i.prev=n,s.next=n,n.prev=s,n}function vl(t,e,i,n){const r=new _l(t,e,i);return n?(r.next=n.next,r.prev=n,n.next.prev=r,n.next=r):(r.prev=r,r.next=r),r}function xl(t){t.next.prev=t.prev,t.prev.next=t.next,t.prevZ&&(t.prevZ.nextZ=t.nextZ),t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function _l(t,e,i){this.i=t,this.x=e,this.y=i,this.prev=null,this.next=null,this.z=0,this.prevZ=null,this.nextZ=null,this.steiner=!1}class yl{static area(t){const e=t.length;let i=0;for(let n=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function bl(t,e){for(let i=0;iNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,m=e.y+a/u,f=((i.x-c/d-p)*c-(i.y+l/d-m)*l)/(a*c-o*l);n=p+a*f-t.x,r=m+o*f-t.y;const g=n*n+r*r;if(g<=2)return new Dt(n,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(n=-o,r=a,s=Math.sqrt(h)):(n=a,r=o,s=Math.sqrt(h/2))}return new Dt(n/s,r/s)}const P=[];for(let t=0,e=A.length,i=e-1,n=t+1;t=0;t--){const e=t/p,i=h*Math.cos(e*Math.PI/2),n=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=A.length;t=0;){const n=i;let r=i-1;r<0&&(r=t.length-1);for(let t=0,i=o+2*p;t0)&&d.push(e,r,l),(t!==i-1||o0!=t>0&&this.version++,this._sheen=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!=t>0&&this.version++,this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!=t>0&&this.version++,this._iridescence=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!=t>0&&this.version++,this._transmission=t}copy(t){return super.copy(t),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=t.clearcoat,this.clearcoatMap=t.clearcoatMap,this.clearcoatRoughness=t.clearcoatRoughness,this.clearcoatRoughnessMap=t.clearcoatRoughnessMap,this.clearcoatNormalMap=t.clearcoatNormalMap,this.clearcoatNormalScale.copy(t.clearcoatNormalScale),this.ior=t.ior,this.iridescence=t.iridescence,this.iridescenceMap=t.iridescenceMap,this.iridescenceIOR=t.iridescenceIOR,this.iridescenceThicknessRange=[...t.iridescenceThicknessRange],this.iridescenceThicknessMap=t.iridescenceThicknessMap,this.sheen=t.sheen,this.sheenColor.copy(t.sheenColor),this.sheenColorMap=t.sheenColorMap,this.sheenRoughness=t.sheenRoughness,this.sheenRoughnessMap=t.sheenRoughnessMap,this.transmission=t.transmission,this.transmissionMap=t.transmissionMap,this.thickness=t.thickness,this.thicknessMap=t.thicknessMap,this.attenuationDistance=t.attenuationDistance,this.attenuationColor.copy(t.attenuationColor),this.specularIntensity=t.specularIntensity,this.specularIntensityMap=t.specularIntensityMap,this.specularColor.copy(t.specularColor),this.specularColorMap=t.specularColorMap,this}}class Gl extends _i{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new Si(16777215),this.specular=new Si(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Si(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Dt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.specular.copy(t.specular),this.shininess=t.shininess,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Vl extends _i{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new Si(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Si(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Dt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.gradientMap=t.gradientMap,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}class Hl extends _i{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Dt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(t)}copy(t){return super.copy(t),this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.flatShading=t.flatShading,this}}class Wl extends _i{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new Si(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Si(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Dt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class jl extends _i{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new Si(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Dt(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={MATCAP:""},this.color.copy(t.color),this.matcap=t.matcap,this.map=t.map,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.flatShading=t.flatShading,this.fog=t.fog,this}}class ql extends Ya{constructor(t){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(t)}copy(t){return super.copy(t),this.scale=t.scale,this.dashSize=t.dashSize,this.gapSize=t.gapSize,this}}function Xl(t,e,i){return Zl(t)?new t.constructor(t.subarray(e,void 0!==i?i:t.length)):t.slice(e,i)}function Yl(t,e,i){return!t||!i&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function Zl(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function Jl(t){const e=t.length,i=new Array(e);for(let t=0;t!==e;++t)i[t]=t;return i.sort((function(e,i){return t[e]-t[i]})),i}function Kl(t,e,i){const n=t.length,r=new t.constructor(n);for(let s=0,a=0;a!==n;++s){const n=i[s]*e;for(let i=0;i!==e;++i)r[a++]=t[n+i]}return r}function $l(t,e,i,n){let r=1,s=t[0];for(;void 0!==s&&void 0===s[n];)s=t[r++];if(void 0===s)return;let a=s[n];if(void 0!==a)if(Array.isArray(a))do{a=s[n],void 0!==a&&(e.push(s.time),i.push.apply(i,a)),s=t[r++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[n],void 0!==a&&(e.push(s.time),a.toArray(i,i.length)),s=t[r++]}while(void 0!==s);else do{a=s[n],void 0!==a&&(e.push(s.time),i.push(a)),s=t[r++]}while(void 0!==s)}const Ql={arraySlice:Xl,convertArray:Yl,isTypedArray:Zl,getKeyframeOrder:Jl,sortedArray:Kl,flattenJSON:$l,subclip:function(t,e,i,n,r=30){const s=t.clone();s.name=e;const a=[];for(let t=0;t=n)){l.push(e.times[t]);for(let i=0;is.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=n.times[u]){const t=u*l+o,e=t+l-o;d=Xl(n.values,t,e)}else{const t=n.createInterpolant(),e=o,i=l-o;t.evaluate(s),d=Xl(t.resultBuffer,e,i)}if("quaternion"===r){(new kt).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const a=e[1];t=r)break e}s=i,i=0}}for(;i>>1;te;)--s;if(++s,0!==r||s!==n){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=Xl(i,r,s),this.values=Xl(this.values,r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const i=this.times,n=this.values,r=i.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const n=i[e];if("number"==typeof n&&isNaN(n)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,n),t=!1;break}if(null!==s&&s>n){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,n,s),t=!1;break}s=n}if(void 0!==n&&Zl(n))for(let e=0,i=n.length;e!==i;++e){const i=n[e];if(isNaN(i)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,i),t=!1;break}}return t}optimize(){const t=Xl(this.times),e=Xl(this.values),i=this.getValueSize(),n=this.getInterpolation()===nt,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*i,n=s*i,a=0;a!==i;++a)e[n+a]=e[t+a];++s}return s!==t.length?(this.times=Xl(t,0,s),this.values=Xl(e,0,s*i)):(this.times=t,this.values=e),this}clone(){const t=Xl(this.times,0),e=Xl(this.values,0),i=new(0,this.constructor)(this.name,t,e);return i.createInterpolant=this.createInterpolant,i}}rc.prototype.TimeBufferType=Float32Array,rc.prototype.ValueBufferType=Float32Array,rc.prototype.DefaultInterpolation=it;class sc extends rc{}sc.prototype.ValueTypeName="bool",sc.prototype.ValueBufferType=Array,sc.prototype.DefaultInterpolation=et,sc.prototype.InterpolantFactoryMethodLinear=void 0,sc.prototype.InterpolantFactoryMethodSmooth=void 0;class ac extends rc{}ac.prototype.ValueTypeName="color";class oc extends rc{}oc.prototype.ValueTypeName="number";class lc extends tc{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t,e,i,n){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(i-e)/(n-e);let l=t*a;for(let t=l+a;l!==t;l+=4)kt.slerpFlat(r,0,s,l-a,s,l,o);return r}}class cc extends rc{InterpolantFactoryMethodLinear(t){return new lc(this.times,this.values,this.getValueSize(),t)}}cc.prototype.ValueTypeName="quaternion",cc.prototype.DefaultInterpolation=it,cc.prototype.InterpolantFactoryMethodSmooth=void 0;class hc extends rc{}hc.prototype.ValueTypeName="string",hc.prototype.ValueBufferType=Array,hc.prototype.DefaultInterpolation=et,hc.prototype.InterpolantFactoryMethodLinear=void 0,hc.prototype.InterpolantFactoryMethodSmooth=void 0;class uc extends rc{}uc.prototype.ValueTypeName="vector";class dc{constructor(t,e=-1,i,n=2500){this.name=t,this.tracks=i,this.duration=e,this.blendMode=n,this.uuid=wt(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],i=t.tracks,n=1/(t.fps||1);for(let t=0,r=i.length;t!==r;++t)e.push(pc(i[t]).scale(n));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],i=t.tracks,n={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,n=i.length;t!==n;++t)e.push(rc.toJSON(i[t]));return n}static CreateFromMorphTargetSequence(t,e,i,n){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=n[t];e||(n[t]=e=[]),e.push(i)}}const s=[];for(const t in n)s.push(this.CreateFromMorphTargetSequence(t,n[t],e,i));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const i=function(t,e,i,n,r){if(0!==i.length){const s=[],a=[];$l(i,s,a,n),0!==s.length&&r.push(new t(e,s,a))}},n=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t{e&&e(r),this.manager.itemEnd(t)}),0),r;if(void 0!==xc[t])return void xc[t].push({onLoad:e,onProgress:i,onError:n});xc[t]=[],xc[t].push({onLoad:e,onProgress:i,onError:n});const s=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),a=this.mimeType,o=this.responseType;fetch(s).then((e=>{if(200===e.status||0===e.status){if(0===e.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===e.body||void 0===e.body.getReader)return e;const i=xc[t],n=e.body.getReader(),r=e.headers.get("Content-Length")||e.headers.get("X-File-Size"),s=r?parseInt(r):0,a=0!==s;let o=0;const l=new ReadableStream({start(t){!function e(){n.read().then((({done:n,value:r})=>{if(n)t.close();else{o+=r.byteLength;const n=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:s});for(let t=0,e=i.length;t{switch(o){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,a)));case"json":return t.json();default:if(void 0===a)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(a),i=e&&e[1]?e[1].toLowerCase():void 0,n=new TextDecoder(i);return t.arrayBuffer().then((t=>n.decode(t)))}}})).then((e=>{mc.add(t,e);const i=xc[t];delete xc[t];for(let t=0,n=i.length;t{const i=xc[t];if(void 0===i)throw this.manager.itemError(t),e;delete xc[t];for(let t=0,n=i.length;t{this.manager.itemEnd(t)})),this.manager.itemStart(t)}setResponseType(t){return this.responseType=t,this}setMimeType(t){return this.mimeType=t,this}}class Mc extends vc{constructor(t){super(t)}load(t,e,i,n){void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=this,s=mc.get(t);if(void 0!==s)return r.manager.itemStart(t),setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s;const a=Ft("img");function o(){c(),mc.add(t,this),e&&e(this),r.manager.itemEnd(t)}function l(e){c(),n&&n(e),r.manager.itemError(t),r.manager.itemEnd(t)}function c(){a.removeEventListener("load",o,!1),a.removeEventListener("error",l,!1)}return a.addEventListener("load",o,!1),a.addEventListener("error",l,!1),"data:"!==t.slice(0,5)&&void 0!==this.crossOrigin&&(a.crossOrigin=this.crossOrigin),r.manager.itemStart(t),a.src=t,a}}class bc extends ai{constructor(t,e=1){super(),this.isLight=!0,this.type="Light",this.color=new Si(t),this.intensity=e}dispose(){}copy(t,e){return super.copy(t,e),this.color.copy(t.color),this.intensity=t.intensity,this}toJSON(t){const e=super.toJSON(t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),void 0!==this.shadow&&(e.object.shadow=this.shadow.toJSON()),e}}class wc extends bc{constructor(t,e,i){super(t,i),this.isHemisphereLight=!0,this.type="HemisphereLight",this.position.copy(ai.DEFAULT_UP),this.updateMatrix(),this.groundColor=new Si(e)}copy(t,e){return super.copy(t,e),this.groundColor.copy(t.groundColor),this}}const Sc=new Oe,Tc=new Gt,Ac=new Gt;class Ec{constructor(t){this.camera=t,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new Dt(512,512),this.map=null,this.mapPass=null,this.matrix=new Oe,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new wn,this._frameExtents=new Dt(1,1),this._viewportCount=1,this._viewports=[new re(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(t){const e=this.camera,i=this.matrix;Tc.setFromMatrixPosition(t.matrixWorld),e.position.copy(Tc),Ac.setFromMatrixPosition(t.target.matrixWorld),e.lookAt(Ac),e.updateMatrixWorld(),Sc.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this._frustum.setFromProjectionMatrix(Sc),i.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),i.multiply(Sc)}getViewport(t){return this._viewports[t]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}copy(t){return this.camera=t.camera.clone(),this.bias=t.bias,this.radius=t.radius,this.mapSize.copy(t.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){const t={};return 0!==this.bias&&(t.bias=this.bias),0!==this.normalBias&&(t.normalBias=this.normalBias),1!==this.radius&&(t.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(t.mapSize=this.mapSize.toArray()),t.camera=this.camera.toJSON(!1).object,delete t.camera.matrix,t}}class Cc extends Ec{constructor(){super(new un(50,1,.5,500)),this.isSpotLightShadow=!0,this.focus=1}updateMatrices(t){const e=this.camera,i=2*bt*t.angle*this.focus,n=this.mapSize.width/this.mapSize.height,r=t.distance||e.far;i===e.fov&&n===e.aspect&&r===e.far||(e.fov=i,e.aspect=n,e.far=r,e.updateProjectionMatrix()),super.updateMatrices(t)}copy(t){return super.copy(t),this.focus=t.focus,this}}class Lc extends bc{constructor(t,e,i=0,n=Math.PI/3,r=0,s=2){super(t,e),this.isSpotLight=!0,this.type="SpotLight",this.position.copy(ai.DEFAULT_UP),this.updateMatrix(),this.target=new ai,this.distance=i,this.angle=n,this.penumbra=r,this.decay=s,this.map=null,this.shadow=new Cc}get power(){return this.intensity*Math.PI}set power(t){this.intensity=t/Math.PI}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.angle=t.angle,this.penumbra=t.penumbra,this.decay=t.decay,this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}const Rc=new Oe,Pc=new Gt,Ic=new Gt;class Dc extends Ec{constructor(){super(new un(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new Dt(4,2),this._viewportCount=6,this._viewports=[new re(2,1,1,1),new re(0,1,1,1),new re(3,1,1,1),new re(1,1,1,1),new re(3,0,1,1),new re(1,0,1,1)],this._cubeDirections=[new Gt(1,0,0),new Gt(-1,0,0),new Gt(0,0,1),new Gt(0,0,-1),new Gt(0,1,0),new Gt(0,-1,0)],this._cubeUps=[new Gt(0,1,0),new Gt(0,1,0),new Gt(0,1,0),new Gt(0,1,0),new Gt(0,0,1),new Gt(0,0,-1)]}updateMatrices(t,e=0){const i=this.camera,n=this.matrix,r=t.distance||i.far;r!==i.far&&(i.far=r,i.updateProjectionMatrix()),Pc.setFromMatrixPosition(t.matrixWorld),i.position.copy(Pc),Ic.copy(i.position),Ic.add(this._cubeDirections[e]),i.up.copy(this._cubeUps[e]),i.lookAt(Ic),i.updateMatrixWorld(),n.makeTranslation(-Pc.x,-Pc.y,-Pc.z),Rc.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(Rc)}}class Nc extends bc{constructor(t,e,i=0,n=2){super(t,e),this.isPointLight=!0,this.type="PointLight",this.distance=i,this.decay=n,this.shadow=new Dc}get power(){return 4*this.intensity*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.decay=t.decay,this.shadow=t.shadow.clone(),this}}class Oc extends Ec{constructor(){super(new Un(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class zc extends bc{constructor(t,e){super(t,e),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(ai.DEFAULT_UP),this.updateMatrix(),this.target=new ai,this.shadow=new Oc}dispose(){this.shadow.dispose()}copy(t){return super.copy(t),this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}class Uc extends bc{constructor(t,e){super(t,e),this.isAmbientLight=!0,this.type="AmbientLight"}}class Bc extends bc{constructor(t,e,i=10,n=10){super(t,e),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=i,this.height=n}get power(){return this.intensity*this.width*this.height*Math.PI}set power(t){this.intensity=t/(this.width*this.height*Math.PI)}copy(t){return super.copy(t),this.width=t.width,this.height=t.height,this}toJSON(t){const e=super.toJSON(t);return e.object.width=this.width,e.object.height=this.height,e}}class Fc{constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let t=0;t<9;t++)this.coefficients.push(new Gt)}set(t){for(let e=0;e<9;e++)this.coefficients[e].copy(t[e]);return this}zero(){for(let t=0;t<9;t++)this.coefficients[t].set(0,0,0);return this}getAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.282095),e.addScaledVector(s[1],.488603*n),e.addScaledVector(s[2],.488603*r),e.addScaledVector(s[3],.488603*i),e.addScaledVector(s[4],i*n*1.092548),e.addScaledVector(s[5],n*r*1.092548),e.addScaledVector(s[6],.315392*(3*r*r-1)),e.addScaledVector(s[7],i*r*1.092548),e.addScaledVector(s[8],.546274*(i*i-n*n)),e}getIrradianceAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.886227),e.addScaledVector(s[1],1.023328*n),e.addScaledVector(s[2],1.023328*r),e.addScaledVector(s[3],1.023328*i),e.addScaledVector(s[4],.858086*i*n),e.addScaledVector(s[5],.858086*n*r),e.addScaledVector(s[6],.743125*r*r-.247708),e.addScaledVector(s[7],.858086*i*r),e.addScaledVector(s[8],.429043*(i*i-n*n)),e}add(t){for(let e=0;e<9;e++)this.coefficients[e].add(t.coefficients[e]);return this}addScaledSH(t,e){for(let i=0;i<9;i++)this.coefficients[i].addScaledVector(t.coefficients[i],e);return this}scale(t){for(let e=0;e<9;e++)this.coefficients[e].multiplyScalar(t);return this}lerp(t,e){for(let i=0;i<9;i++)this.coefficients[i].lerp(t.coefficients[i],e);return this}equals(t){for(let e=0;e<9;e++)if(!this.coefficients[e].equals(t.coefficients[e]))return!1;return!0}copy(t){return this.set(t.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(t,e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].fromArray(t,e+3*n);return this}toArray(t=[],e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].toArray(t,e+3*n);return t}static getBasisAt(t,e){const i=t.x,n=t.y,r=t.z;e[0]=.282095,e[1]=.488603*n,e[2]=.488603*r,e[3]=.488603*i,e[4]=1.092548*i*n,e[5]=1.092548*n*r,e[6]=.315392*(3*r*r-1),e[7]=1.092548*i*r,e[8]=.546274*(i*i-n*n)}}class kc extends bc{constructor(t=new Fc,e=1){super(void 0,e),this.isLightProbe=!0,this.sh=t}copy(t){return super.copy(t),this.sh.copy(t.sh),this}fromJSON(t){return this.intensity=t.intensity,this.sh.fromArray(t.sh),this}toJSON(t){const e=super.toJSON(t);return e.object.sh=this.sh.toArray(),e}}class Gc extends vc{constructor(t){super(t),this.textures={}}load(t,e,i,n){const r=this,s=new yc(r.manager);s.setPath(r.path),s.setRequestHeader(r.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=this.textures;function i(t){return void 0===e[t]&&console.warn("THREE.MaterialLoader: Undefined texture",t),e[t]}const n=Gc.createMaterialFromType(t.type);if(void 0!==t.uuid&&(n.uuid=t.uuid),void 0!==t.name&&(n.name=t.name),void 0!==t.color&&void 0!==n.color&&n.color.setHex(t.color),void 0!==t.roughness&&(n.roughness=t.roughness),void 0!==t.metalness&&(n.metalness=t.metalness),void 0!==t.sheen&&(n.sheen=t.sheen),void 0!==t.sheenColor&&(n.sheenColor=(new Si).setHex(t.sheenColor)),void 0!==t.sheenRoughness&&(n.sheenRoughness=t.sheenRoughness),void 0!==t.emissive&&void 0!==n.emissive&&n.emissive.setHex(t.emissive),void 0!==t.specular&&void 0!==n.specular&&n.specular.setHex(t.specular),void 0!==t.specularIntensity&&(n.specularIntensity=t.specularIntensity),void 0!==t.specularColor&&void 0!==n.specularColor&&n.specularColor.setHex(t.specularColor),void 0!==t.shininess&&(n.shininess=t.shininess),void 0!==t.clearcoat&&(n.clearcoat=t.clearcoat),void 0!==t.clearcoatRoughness&&(n.clearcoatRoughness=t.clearcoatRoughness),void 0!==t.iridescence&&(n.iridescence=t.iridescence),void 0!==t.iridescenceIOR&&(n.iridescenceIOR=t.iridescenceIOR),void 0!==t.iridescenceThicknessRange&&(n.iridescenceThicknessRange=t.iridescenceThicknessRange),void 0!==t.transmission&&(n.transmission=t.transmission),void 0!==t.thickness&&(n.thickness=t.thickness),void 0!==t.attenuationDistance&&(n.attenuationDistance=t.attenuationDistance),void 0!==t.attenuationColor&&void 0!==n.attenuationColor&&n.attenuationColor.setHex(t.attenuationColor),void 0!==t.fog&&(n.fog=t.fog),void 0!==t.flatShading&&(n.flatShading=t.flatShading),void 0!==t.blending&&(n.blending=t.blending),void 0!==t.combine&&(n.combine=t.combine),void 0!==t.side&&(n.side=t.side),void 0!==t.shadowSide&&(n.shadowSide=t.shadowSide),void 0!==t.opacity&&(n.opacity=t.opacity),void 0!==t.transparent&&(n.transparent=t.transparent),void 0!==t.alphaTest&&(n.alphaTest=t.alphaTest),void 0!==t.depthTest&&(n.depthTest=t.depthTest),void 0!==t.depthWrite&&(n.depthWrite=t.depthWrite),void 0!==t.colorWrite&&(n.colorWrite=t.colorWrite),void 0!==t.stencilWrite&&(n.stencilWrite=t.stencilWrite),void 0!==t.stencilWriteMask&&(n.stencilWriteMask=t.stencilWriteMask),void 0!==t.stencilFunc&&(n.stencilFunc=t.stencilFunc),void 0!==t.stencilRef&&(n.stencilRef=t.stencilRef),void 0!==t.stencilFuncMask&&(n.stencilFuncMask=t.stencilFuncMask),void 0!==t.stencilFail&&(n.stencilFail=t.stencilFail),void 0!==t.stencilZFail&&(n.stencilZFail=t.stencilZFail),void 0!==t.stencilZPass&&(n.stencilZPass=t.stencilZPass),void 0!==t.wireframe&&(n.wireframe=t.wireframe),void 0!==t.wireframeLinewidth&&(n.wireframeLinewidth=t.wireframeLinewidth),void 0!==t.wireframeLinecap&&(n.wireframeLinecap=t.wireframeLinecap),void 0!==t.wireframeLinejoin&&(n.wireframeLinejoin=t.wireframeLinejoin),void 0!==t.rotation&&(n.rotation=t.rotation),1!==t.linewidth&&(n.linewidth=t.linewidth),void 0!==t.dashSize&&(n.dashSize=t.dashSize),void 0!==t.gapSize&&(n.gapSize=t.gapSize),void 0!==t.scale&&(n.scale=t.scale),void 0!==t.polygonOffset&&(n.polygonOffset=t.polygonOffset),void 0!==t.polygonOffsetFactor&&(n.polygonOffsetFactor=t.polygonOffsetFactor),void 0!==t.polygonOffsetUnits&&(n.polygonOffsetUnits=t.polygonOffsetUnits),void 0!==t.dithering&&(n.dithering=t.dithering),void 0!==t.alphaToCoverage&&(n.alphaToCoverage=t.alphaToCoverage),void 0!==t.premultipliedAlpha&&(n.premultipliedAlpha=t.premultipliedAlpha),void 0!==t.forceSinglePass&&(n.forceSinglePass=t.forceSinglePass),void 0!==t.visible&&(n.visible=t.visible),void 0!==t.toneMapped&&(n.toneMapped=t.toneMapped),void 0!==t.userData&&(n.userData=t.userData),void 0!==t.vertexColors&&("number"==typeof t.vertexColors?n.vertexColors=t.vertexColors>0:n.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(n.uniforms[e]={},r.type){case"t":n.uniforms[e].value=i(r.value);break;case"c":n.uniforms[e].value=(new Si).setHex(r.value);break;case"v2":n.uniforms[e].value=(new Dt).fromArray(r.value);break;case"v3":n.uniforms[e].value=(new Gt).fromArray(r.value);break;case"v4":n.uniforms[e].value=(new re).fromArray(r.value);break;case"m3":n.uniforms[e].value=(new Nt).fromArray(r.value);break;case"m4":n.uniforms[e].value=(new Oe).fromArray(r.value);break;default:n.uniforms[e].value=r.value}}if(void 0!==t.defines&&(n.defines=t.defines),void 0!==t.vertexShader&&(n.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(n.fragmentShader=t.fragmentShader),void 0!==t.glslVersion&&(n.glslVersion=t.glslVersion),void 0!==t.extensions)for(const e in t.extensions)n.extensions[e]=t.extensions[e];if(void 0!==t.size&&(n.size=t.size),void 0!==t.sizeAttenuation&&(n.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(n.map=i(t.map)),void 0!==t.matcap&&(n.matcap=i(t.matcap)),void 0!==t.alphaMap&&(n.alphaMap=i(t.alphaMap)),void 0!==t.bumpMap&&(n.bumpMap=i(t.bumpMap)),void 0!==t.bumpScale&&(n.bumpScale=t.bumpScale),void 0!==t.normalMap&&(n.normalMap=i(t.normalMap)),void 0!==t.normalMapType&&(n.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),n.normalScale=(new Dt).fromArray(e)}return void 0!==t.displacementMap&&(n.displacementMap=i(t.displacementMap)),void 0!==t.displacementScale&&(n.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(n.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(n.roughnessMap=i(t.roughnessMap)),void 0!==t.metalnessMap&&(n.metalnessMap=i(t.metalnessMap)),void 0!==t.emissiveMap&&(n.emissiveMap=i(t.emissiveMap)),void 0!==t.emissiveIntensity&&(n.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(n.specularMap=i(t.specularMap)),void 0!==t.specularIntensityMap&&(n.specularIntensityMap=i(t.specularIntensityMap)),void 0!==t.specularColorMap&&(n.specularColorMap=i(t.specularColorMap)),void 0!==t.envMap&&(n.envMap=i(t.envMap)),void 0!==t.envMapIntensity&&(n.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(n.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(n.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(n.lightMap=i(t.lightMap)),void 0!==t.lightMapIntensity&&(n.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(n.aoMap=i(t.aoMap)),void 0!==t.aoMapIntensity&&(n.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(n.gradientMap=i(t.gradientMap)),void 0!==t.clearcoatMap&&(n.clearcoatMap=i(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(n.clearcoatRoughnessMap=i(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(n.clearcoatNormalMap=i(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(n.clearcoatNormalScale=(new Dt).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(n.iridescenceMap=i(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(n.iridescenceThicknessMap=i(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(n.transmissionMap=i(t.transmissionMap)),void 0!==t.thicknessMap&&(n.thicknessMap=i(t.thicknessMap)),void 0!==t.sheenColorMap&&(n.sheenColorMap=i(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(n.sheenRoughnessMap=i(t.sheenRoughnessMap)),n}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:Ul,SpriteMaterial:ua,RawShaderMaterial:Bl,ShaderMaterial:cn,PointsMaterial:so,MeshPhysicalMaterial:kl,MeshStandardMaterial:Fl,MeshPhongMaterial:Gl,MeshToonMaterial:Vl,MeshNormalMaterial:Hl,MeshLambertMaterial:Wl,MeshDepthMaterial:Vs,MeshDistanceMaterial:Hs,MeshBasicMaterial:Ai,MeshMatcapMaterial:jl,LineDashedMaterial:ql,LineBasicMaterial:Ya,Material:_i}[t]}}class Vc{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let i=0,n=t.length;i0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t0&&this._mixBufferRegionAdditive(i,n,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(i[t]!==i[t+e]){a.setValue(i,n);break}}saveOriginalState(){const t=this.binding,e=this.buffer,i=this.valueSize,n=i*this._origIndex;t.getValue(e,n);for(let t=i,r=n;t!==r;++t)e[t]=e[n+t%i];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let i=t;i=.5)for(let n=0;n!==r;++n)t[e+n]=t[i+n]}_slerp(t,e,i,n){kt.slerpFlat(t,e,t,e,t,i,n)}_slerpAdditive(t,e,i,n,r){const s=this._workIndex*r;kt.multiplyQuaternionsFlat(t,s,t,e,t,i),kt.slerpFlat(t,e,t,e,t,s,n)}_lerp(t,e,i,n,r){const s=1-n;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[i+a]*n}}_lerpAdditive(t,e,i,n,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[i+s]*n}}}const uh="\\[\\]\\.:\\/",dh=new RegExp("["+uh+"]","g"),ph="[^"+uh+"]",mh="[^"+uh.replace("\\.","")+"]",fh=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",ph)+/(WCOD+)?/.source.replace("WCOD",mh)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",ph)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",ph)+"$"),gh=["material","materials","bones","map"];class vh{constructor(t,e,i){this.path=e,this.parsedPath=i||vh.parseTrackName(e),this.node=vh.findNode(t,this.parsedPath.nodeName),this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,i){return t&&t.isAnimationObjectGroup?new vh.Composite(t,e,i):new vh(t,e,i)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(dh,"")}static parseTrackName(t){const e=fh.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const i={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},n=i.nodeName&&i.nodeName.lastIndexOf(".");if(void 0!==n&&-1!==n){const t=i.nodeName.substring(n+1);-1!==gh.indexOf(t)&&(i.nodeName=i.nodeName.substring(0,n),i.objectName=t)}if(null===i.propertyName||0===i.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return i}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const i=t.skeleton.getBoneByName(e);if(void 0!==i)return i}if(t.children){const i=function(t){for(let n=0;n0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===lt)for(let i=0,n=t.length;i!==n;++i)t[i].evaluate(s),e[i].accumulateAdditive(a);else for(let i=0,r=t.length;i!==r;++i)t[i].evaluate(s),e[i].accumulate(n,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const i=this._weightInterpolant;if(null!==i){const n=i.evaluate(t)[0];e*=n,t>i.parameterPositions[1]&&(this.stopFading(),0===n&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const i=this._timeScaleInterpolant;if(null!==i){e*=i.evaluate(t)[0],t>i.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,i=this.loop;let n=this.time+t,r=this._loopCount;const s=2202===i;if(0===t)return-1===r?n:s&&1==(1&r)?e-n:n;if(2200===i){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(n>=e)n=e;else{if(!(n<0)){this.time=n;break t}n=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),n>=e||n<0){const i=Math.floor(n/e);n-=e*i,r+=Math.abs(i);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,n=t>0?e:0,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=n,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:i})}}else this.time=n;if(s&&1==(1&r))return e-n}return n}_setEndings(t,e,i){const n=this._interpolantSettings;i?(n.endingStart=st,n.endingEnd=st):(n.endingStart=t?this.zeroSlopeAtStart?st:rt:at,n.endingEnd=e?this.zeroSlopeAtEnd?st:rt:at)}_scheduleFading(t,e,i){const n=this._mixer,r=n.time;let s=this._weightInterpolant;null===s&&(s=n._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=i,this}}const _h=new Float32Array(1);class yh{constructor(t){this.value=t}clone(){return new yh(void 0===this.value.clone?this.value:this.value.clone())}}let Mh=0;function bh(t,e){return t.distance-e.distance}function wh(t,e,i,n){if(t.layers.test(e.layers)&&t.raycast(e,i),!0===n){const n=t.children;for(let t=0,r=n.length;t>-e-14,n[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(n[t]=e+15<<10,n[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(n[t]=31744,n[256|t]=64512,r[t]=24,r[256|t]=24):(n[t]=31744,n[256|t]=64512,r[t]=13,r[256|t]=13)}const s=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,i=0;for(;0==(8388608&e);)e<<=1,i-=8388608;e&=-8388609,i+=947912704,s[t]=e|i}for(let t=1024;t<2048;++t)s[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)a[t]=t<<23;a[31]=1199570944,a[32]=2147483648;for(let t=33;t<63;++t)a[t]=2147483648+(t-32<<23);a[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(o[t]=1024);return{floatView:e,uint32View:i,baseTable:n,shiftTable:r,mantissaTable:s,exponentTable:a,offsetTable:o}}const Xh={toHalfFloat:function(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=St(t,-65504,65504),jh.floatView[0]=t;const e=jh.uint32View[0],i=e>>23&511;return jh.baseTable[i]+((8388607&e)>>jh.shiftTable[i])},fromHalfFloat:function(t){const e=t>>10;return jh.uint32View[0]=jh.mantissaTable[jh.offsetTable[e]+(1023&t)]+jh.exponentTable[e],jh.floatView[0]}};"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:e}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=e),t.ACESFilmicToneMapping=4,t.AddEquation=i,t.AddOperation=2,t.AdditiveAnimationBlendMode=lt,t.AdditiveBlending=2,t.AlphaFormat=1021,t.AlwaysDepth=1,t.AlwaysStencilFunc=519,t.AmbientLight=Uc,t.AmbientLightProbe=class extends kc{constructor(t,e=1){super(void 0,e),this.isAmbientLightProbe=!0;const i=(new Si).set(t);this.sh.coefficients[0].set(i.r,i.g,i.b).multiplyScalar(2*Math.sqrt(Math.PI))}},t.AnimationClip=dc,t.AnimationLoader=class extends vc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new yc(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=[];for(let i=0;i=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,i=this._nActiveActions,n=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==i;++a){e[a]._update(n,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;t=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=n;t!==e;++t){const e=i[t],n=e[s],r=e[l];e[l]=n,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,i=this._bindings,n=i.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=n;t!==e;++t){const e=i[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const i=this._bindingsIndicesByPath;let n=i[t];const r=this._bindings;if(void 0!==n)return r[n];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);n=r.length,i[t]=n,s.push(t),a.push(e),r.push(h);for(let i=c,n=o.length;i!==n;++i){const n=o[i];h[i]=new vh(n,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,i=e[t];if(void 0!==i){const n=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=i,s[i]=o,s.pop(),r[i]=r[a],r.pop(),n[i]=n[a],n.pop()}}},t.AnimationUtils=Ql,t.ArcCurve=go,t.ArrayCamera=Zs,t.ArrowHelper=class extends ai{constructor(t=new Gt(0,0,1),e=new Gt(0,0,0),i=1,n=16776960,r=.2*i,s=.2*r){super(),this.type="ArrowHelper",void 0===Hh&&(Hh=new ki,Hh.setAttribute("position",new Ii([0,0,0,0,1,0],3)),Wh=new Fo(0,.5,1,5,1),Wh.translate(0,-.5,0)),this.position.copy(e),this.line=new to(Hh,new Ya({color:n,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new en(Wh,new Ai({color:n,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(t),this.setLength(i,r,s)}setDirection(t){if(t.y>.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{Vh.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(Vh,e)}}setLength(t,e=.2*t,i=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(i,e,i),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}},t.Audio=sh,t.AudioAnalyser=class{constructor(t,e=2048){this.analyser=t.context.createAnalyser(),this.analyser.fftSize=e,this.data=new Uint8Array(this.analyser.frequencyBinCount),t.getOutput().connect(this.analyser)}getFrequencyData(){return this.analyser.getByteFrequencyData(this.data),this.data}getAverageFrequency(){let t=0;const e=this.getFrequencyData();for(let i=0;ithis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,Sh).distanceTo(t)}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}},t.Box3=le,t.Box3Helper=class extends no{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new ki;n.setIndex(new Li(i,1)),n.setAttribute("position",new Ii([1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1],3)),super(n,new Ya({color:e,toneMapped:!1})),this.box=t,this.type="Box3Helper",this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;e.isEmpty()||(e.getCenter(this.position),e.getSize(this.scale),this.scale.multiplyScalar(.5),super.updateMatrixWorld(t))}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BoxBufferGeometry=class extends rn{constructor(t,e,i,n,r,s){console.warn("THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry."),super(t,e,i,n,r,s)}},t.BoxGeometry=rn,t.BoxHelper=class extends no{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new Float32Array(24),r=new ki;r.setIndex(new Li(i,1)),r.setAttribute("position",new Li(n,3)),super(r,new Ya({color:e,toneMapped:!1})),this.object=t,this.type="BoxHelper",this.matrixAutoUpdate=!1,this.update()}update(t){if(void 0!==t&&console.warn("THREE.BoxHelper: .update() has no longer arguments."),void 0!==this.object&&Gh.setFromObject(this.object),Gh.isEmpty())return;const e=Gh.min,i=Gh.max,n=this.geometry.attributes.position,r=n.array;r[0]=i.x,r[1]=i.y,r[2]=i.z,r[3]=e.x,r[4]=i.y,r[5]=i.z,r[6]=e.x,r[7]=e.y,r[8]=i.z,r[9]=i.x,r[10]=e.y,r[11]=i.z,r[12]=i.x,r[13]=i.y,r[14]=e.z,r[15]=e.x,r[16]=i.y,r[17]=e.z,r[18]=e.x,r[19]=e.y,r[20]=e.z,r[21]=i.x,r[22]=e.y,r[23]=e.z,n.needsUpdate=!0,this.geometry.computeBoundingSphere()}setFromObject(t){return this.object=t,this.update(),this}copy(t,e){return super.copy(t,e),this.object=t.object,this}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BufferAttribute=Li,t.BufferGeometry=ki,t.BufferGeometryLoader=Wc,t.ByteType=1010,t.Cache=mc,t.Camera=hn,t.CameraHelper=class extends no{constructor(t){const e=new ki,i=new Ya({color:16777215,vertexColors:!0,toneMapped:!1}),n=[],r=[],s={};function a(t,e){o(t),o(e)}function o(t){n.push(0,0,0),r.push(0,0,0),void 0===s[t]&&(s[t]=[]),s[t].push(n.length/3-1)}a("n1","n2"),a("n2","n4"),a("n4","n3"),a("n3","n1"),a("f1","f2"),a("f2","f4"),a("f4","f3"),a("f3","f1"),a("n1","f1"),a("n2","f2"),a("n3","f3"),a("n4","f4"),a("p","n1"),a("p","n2"),a("p","n3"),a("p","n4"),a("u1","u2"),a("u2","u3"),a("u3","u1"),a("c","t"),a("p","c"),a("cn1","cn2"),a("cn3","cn4"),a("cf1","cf2"),a("cf3","cf4"),e.setAttribute("position",new Ii(n,3)),e.setAttribute("color",new Ii(r,3)),super(e,i),this.type="CameraHelper",this.camera=t,this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.pointMap=s,this.update();const l=new Si(16755200),c=new Si(16711680),h=new Si(43775),u=new Si(16777215),d=new Si(3355443);this.setColors(l,c,h,u,d)}setColors(t,e,i,n,r){const s=this.geometry.getAttribute("color");s.setXYZ(0,t.r,t.g,t.b),s.setXYZ(1,t.r,t.g,t.b),s.setXYZ(2,t.r,t.g,t.b),s.setXYZ(3,t.r,t.g,t.b),s.setXYZ(4,t.r,t.g,t.b),s.setXYZ(5,t.r,t.g,t.b),s.setXYZ(6,t.r,t.g,t.b),s.setXYZ(7,t.r,t.g,t.b),s.setXYZ(8,t.r,t.g,t.b),s.setXYZ(9,t.r,t.g,t.b),s.setXYZ(10,t.r,t.g,t.b),s.setXYZ(11,t.r,t.g,t.b),s.setXYZ(12,t.r,t.g,t.b),s.setXYZ(13,t.r,t.g,t.b),s.setXYZ(14,t.r,t.g,t.b),s.setXYZ(15,t.r,t.g,t.b),s.setXYZ(16,t.r,t.g,t.b),s.setXYZ(17,t.r,t.g,t.b),s.setXYZ(18,t.r,t.g,t.b),s.setXYZ(19,t.r,t.g,t.b),s.setXYZ(20,t.r,t.g,t.b),s.setXYZ(21,t.r,t.g,t.b),s.setXYZ(22,t.r,t.g,t.b),s.setXYZ(23,t.r,t.g,t.b),s.setXYZ(24,e.r,e.g,e.b),s.setXYZ(25,e.r,e.g,e.b),s.setXYZ(26,e.r,e.g,e.b),s.setXYZ(27,e.r,e.g,e.b),s.setXYZ(28,e.r,e.g,e.b),s.setXYZ(29,e.r,e.g,e.b),s.setXYZ(30,e.r,e.g,e.b),s.setXYZ(31,e.r,e.g,e.b),s.setXYZ(32,i.r,i.g,i.b),s.setXYZ(33,i.r,i.g,i.b),s.setXYZ(34,i.r,i.g,i.b),s.setXYZ(35,i.r,i.g,i.b),s.setXYZ(36,i.r,i.g,i.b),s.setXYZ(37,i.r,i.g,i.b),s.setXYZ(38,n.r,n.g,n.b),s.setXYZ(39,n.r,n.g,n.b),s.setXYZ(40,r.r,r.g,r.b),s.setXYZ(41,r.r,r.g,r.b),s.setXYZ(42,r.r,r.g,r.b),s.setXYZ(43,r.r,r.g,r.b),s.setXYZ(44,r.r,r.g,r.b),s.setXYZ(45,r.r,r.g,r.b),s.setXYZ(46,r.r,r.g,r.b),s.setXYZ(47,r.r,r.g,r.b),s.setXYZ(48,r.r,r.g,r.b),s.setXYZ(49,r.r,r.g,r.b),s.needsUpdate=!0}update(){const t=this.geometry,e=this.pointMap;Fh.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse),kh("c",e,t,Fh,0,0,-1),kh("t",e,t,Fh,0,0,1),kh("n1",e,t,Fh,-1,-1,-1),kh("n2",e,t,Fh,1,-1,-1),kh("n3",e,t,Fh,-1,1,-1),kh("n4",e,t,Fh,1,1,-1),kh("f1",e,t,Fh,-1,-1,1),kh("f2",e,t,Fh,1,-1,1),kh("f3",e,t,Fh,-1,1,1),kh("f4",e,t,Fh,1,1,1),kh("u1",e,t,Fh,.7,1.1,-1),kh("u2",e,t,Fh,-.7,1.1,-1),kh("u3",e,t,Fh,0,2,-1),kh("cf1",e,t,Fh,-1,0,1),kh("cf2",e,t,Fh,1,0,1),kh("cf3",e,t,Fh,0,-1,1),kh("cf4",e,t,Fh,0,1,1),kh("cn1",e,t,Fh,-1,0,-1),kh("cn2",e,t,Fh,1,0,-1),kh("cn3",e,t,Fh,0,-1,-1),kh("cn4",e,t,Fh,0,1,-1),t.getAttribute("position").needsUpdate=!0}dispose(){this.geometry.dispose(),this.material.dispose()}},t.CanvasTexture=class extends ne{constructor(t,e,i,n,r,s,a,o,l){super(t,e,i,n,r,s,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}},t.CapsuleBufferGeometry=class extends Uo{constructor(t,e,i,n){console.warn("THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry."),super(t,e,i,n)}},t.CapsuleGeometry=Uo,t.CatmullRomCurve3=bo,t.CineonToneMapping=3,t.CircleBufferGeometry=class extends Bo{constructor(t,e,i,n){console.warn("THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry."),super(t,e,i,n)}},t.CircleGeometry=Bo,t.ClampToEdgeWrapping=h,t.Clock=Qc,t.Color=Si,t.ColorKeyframeTrack=ac,t.ColorManagement=Kt,t.CompressedArrayTexture=class extends po{constructor(t,e,i,n,r,s){super(t,e,i,r,s),this.isCompressedArrayTexture=!0,this.image.depth=n,this.wrapR=h}},t.CompressedTexture=po,t.CompressedTextureLoader=class extends vc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=[],a=new po,o=new yc(this.manager);o.setPath(this.path),o.setResponseType("arraybuffer"),o.setRequestHeader(this.requestHeader),o.setWithCredentials(r.withCredentials);let l=0;function c(c){o.load(t[c],(function(t){const i=r.parse(t,!0);s[c]={width:i.width,height:i.height,format:i.format,mipmaps:i.mipmaps},l+=1,6===l&&(1===i.mipmapCount&&(a.minFilter=f),a.image=s,a.format=i.format,a.needsUpdate=!0,e&&e(a))}),i,n)}if(Array.isArray(t))for(let e=0,i=t.length;e0){const i=new fc(e);r=new Mc(i),r.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e0){n=new Mc(this.manager),n.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e1)for(let i=0;iNumber.EPSILON){if(l<0&&(i=e[s],o=-o,a=e[r],l=-l),t.ya.y)continue;if(t.y===i.y){if(t.x===i.x)return!0}else{const e=l*(t.x-i.x)-o*(t.y-i.y);if(0===e)return!0;if(e<0)continue;n=!n}}else{if(t.y!==i.y)continue;if(a.x<=t.x&&t.x<=i.x||i.x<=t.x&&t.x<=a.x)return!0}}return n}const i=yl.isClockWise,n=this.subPaths;if(0===n.length)return[];let r,s,a;const o=[];if(1===n.length)return s=n[0],a=new Yo,a.curves=s.curves,o.push(a),o;let l=!i(n[0].getPoints());l=t?!l:l;const c=[],h=[];let u,d,p=[],m=0;h[m]=void 0,p[m]=[];for(let e=0,a=n.length;e1){let t=!1,i=0;for(let t=0,e=h.length;t0&&!1===t&&(p=c)}for(let t=0,e=h.length;t=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}},t.WebGL1Renderer=ra,t.WebGL3DRenderTarget=class extends se{constructor(t=1,e=1,i=1){super(t,e),this.isWebGL3DRenderTarget=!0,this.depth=i,this.texture=new oe(null,t,e,i),this.texture.isRenderTargetTexture=!0}},t.WebGLArrayRenderTarget=class extends se{constructor(t=1,e=1,i=1){super(t,e),this.isWebGLArrayRenderTarget=!0,this.depth=i,this.texture=new ae(null,t,e,i),this.texture.isRenderTargetTexture=!0}},t.WebGLCubeRenderTarget=fn,t.WebGLMultipleRenderTargets=class extends se{constructor(t=1,e=1,i=1,n={}){super(t,e,n),this.isWebGLMultipleRenderTargets=!0;const r=this.texture;this.texture=[];for(let t=0;t 0 ) { ++ ++ prefixVertex = [ ++ '#extension GL_OVR_multiview : require', ++ 'layout(num_views = ' + numMultiviewViews + ') in;', ++ '#define VIEW_ID gl_ViewID_OVR' ++ ].join( '\n' ) + '\n' + prefixVertex; ++ ++ prefixVertex = prefixVertex.replace( ++ [ ++ 'uniform mat4 modelViewMatrix;', ++ 'uniform mat4 projectionMatrix;', ++ 'uniform mat4 viewMatrix;', ++ 'uniform mat3 normalMatrix;' ++ ].join( '\n' ), ++ [ ++ 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];', ++ 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];', ++ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', ++ 'uniform mat3 normalMatrices[' + numMultiviewViews + '];', ++ ++ '#define modelViewMatrix modelViewMatrices[VIEW_ID]', ++ '#define projectionMatrix projectionMatrices[VIEW_ID]', ++ '#define viewMatrix viewMatrices[VIEW_ID]', ++ '#define normalMatrix normalMatrices[VIEW_ID]' ++ ].join( '\n' ) ++ ); ++ ++ prefixFragment = [ ++ '#extension GL_OVR_multiview : require', ++ '#define VIEW_ID gl_ViewID_OVR' ++ ].join( '\n' ) + '\n' + prefixFragment; ++ ++ prefixFragment = prefixFragment.replace( ++ 'uniform mat4 viewMatrix;', ++ [ ++ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];', ++ '#define viewMatrix viewMatrices[VIEW_ID]' ++ ].join( '\n' ) ++ ); ++ ++ } ++ + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; +@@ -19206,6 +19285,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; ++ this.numMultiviewViews = numMultiviewViews; + + return this; + +@@ -19426,6 +19506,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities + + const currentRenderTarget = renderer.getRenderTarget(); + ++ const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0; ++ + const useAlphaTest = material.alphaTest > 0; + const useClearcoat = material.clearcoat > 0; + const useIridescence = material.iridescence > 0; +@@ -19453,6 +19535,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities + instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, + + supportsVertexTextures: vertexTextures, ++ numMultiviewViews: numMultiviewViews, ++ + outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ), + map: !! material.map, + matcap: !! material.matcap, +@@ -19769,6 +19853,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities + _programLayers.enable( 23 ); + if ( parameters.opaque ) + _programLayers.enable( 24 ); ++ if ( parameters.numMultiviewViews ) ++ _programLayers.enable( 25 ); + + array.push( _programLayers.mask ); + +@@ -22573,12 +22659,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + const maxSamples = capabilities.maxSamples; + const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); ++ const multiviewExt = extensions.has( 'OCULUS_multiview' ) ? extensions.get( 'OCULUS_multiview' ) : null; + + const _videoTextures = new WeakMap(); + let _canvas; + + const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source + ++ let _deferredUploads = []; ++ + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). +@@ -23015,8 +23104,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } else { + +- uploadTexture( textureProperties, texture, slot ); +- return; ++ if ( this.uploadTexture( textureProperties, texture, slot ) ) { ++ ++ return; ++ ++ } + + } + +@@ -23032,7 +23124,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + +- uploadTexture( textureProperties, texture, slot ); ++ this.uploadTexture( textureProperties, texture, slot ); + return; + + } +@@ -23047,7 +23139,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + +- uploadTexture( textureProperties, texture, slot ); ++ this.uploadTexture( textureProperties, texture, slot ); + return; + + } +@@ -23094,7 +23186,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] ); + +- if ( textureType === 32879 || textureType === 35866 ) { ++ if ( ( textureType === 32879 || textureType === 35866 ) && texture.wrapR !== undefined ) { + + _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] ); + +@@ -23231,8 +23323,40 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } + ++ function runDeferredUploads() { ++ ++ const previousDeferSetting = this.deferTextureUploads; ++ this.deferTextureUploads = false; ++ ++ for ( const upload of _deferredUploads ) { ++ ++ this.uploadTexture( upload.textureProperties, upload.texture, upload.slot ); ++ upload.texture.isPendingDeferredUpload = false; ++ ++ } ++ ++ _deferredUploads = []; ++ ++ this.deferTextureUploads = previousDeferSetting; ++ ++ } ++ + function uploadTexture( textureProperties, texture, slot ) { + ++ if ( this.deferTextureUploads ) { ++ ++ if ( ! texture.isPendingDeferredUpload ) { ++ ++ texture.isPendingDeferredUpload = true; ++ _deferredUploads.push( { textureProperties: textureProperties, texture: texture, slot: slot } ); ++ ++ } ++ ++ return false; ++ ++ } ++ ++ + let textureType = 3553; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = 35866; +@@ -23645,6 +23769,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + } + + textureProperties.__version = texture.version; ++ return true; + + } + +@@ -23867,7 +23992,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( ! renderTargetProperties.__hasExternalTextures ) { + +- if ( textureTarget === 32879 || textureTarget === 35866 ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ state.texStorage3D( 35866, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.numViews ); ++ ++ } else if ( textureTarget === 32879 || textureTarget === 35866 ) { + + state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); + +@@ -23880,14 +24009,31 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + } + + state.bindFramebuffer( 36160, framebuffer ); ++ const multisampled = useMultisampledRTT( renderTarget ); ++ ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ if ( multisampled ) { + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, 36064, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ), 0, renderTarget.numViews ); ++ ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( 36160, 36064, properties.get( texture ).__webglTexture, 0, 0, renderTarget.numViews ); ++ ++ } + + } else if ( textureTarget === 3553 || ( textureTarget >= 34069 && textureTarget <= 34074 ) ) { // see #24753 + +- _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); ++ if ( multisampled ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); ++ ++ } + + } + +@@ -23901,7 +24047,59 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + _gl.bindRenderbuffer( 36161, renderbuffer ); + +- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ const useMultisample = useMultisampledRTT( renderTarget ); ++ const numViews = renderTarget.numViews; ++ ++ const depthTexture = renderTarget.depthTexture; ++ let glInternalFormat = 33190; ++ let glDepthAttachment = 36096; ++ ++ if ( depthTexture && depthTexture.isDepthTexture ) { ++ ++ if ( depthTexture.type === FloatType ) { ++ ++ glInternalFormat = 36012; ++ ++ } else if ( depthTexture.type === UnsignedInt248Type ) { ++ ++ glInternalFormat = 35056; ++ glDepthAttachment = 33306; ++ ++ } ++ ++ // we're defaulting to 33190 so don't assign here ++ // or else DeepScan will complain ++ ++ // else if ( depthTexture.type === UnsignedIntType ) { ++ ++ // glInternalFormat = 33190; ++ ++ // } ++ ++ } ++ ++ let depthStencilTexture = properties.get( renderTarget.depthTexture ).__webglTexture; ++ if ( depthStencilTexture === undefined ) { ++ ++ depthStencilTexture = _gl.createTexture(); ++ _gl.bindTexture( 35866, depthStencilTexture ); ++ _gl.texStorage3D( 35866, 1, glInternalFormat, renderTarget.width, renderTarget.height, numViews ); ++ ++ } ++ ++ if ( useMultisample ) { ++ ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, glDepthAttachment, depthStencilTexture, 0, getRenderTargetSamples( renderTarget ), 0, numViews ); ++ ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( 36160, glDepthAttachment, depthStencilTexture, 0, 0, numViews ); ++ ++ } ++ ++ } else if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + let glInternalFormat = 33189; + +@@ -24024,38 +24222,85 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } + +- setTexture2D( renderTarget.depthTexture, 0 ); ++ if ( renderTarget.depthTexture.image.depth != 1 ) { ++ ++ this.setTexture2DArray( renderTarget.depthTexture, 0 ); ++ ++ } else { ++ ++ this.setTexture2D( renderTarget.depthTexture, 0 ); ++ ++ } + + const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + +- if ( renderTarget.depthTexture.format === DepthFormat ) { ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ const useMultisample = useMultisampledRTT( renderTarget ); ++ const numViews = renderTarget.numViews; + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples ); ++ if ( renderTarget.depthTexture.format === DepthFormat ) { + +- } else { ++ if ( useMultisample ) { + +- _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, 36096, webglDepthTexture, 0, samples, 0, numViews ); + +- } ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( 36160, 36096, webglDepthTexture, 0, 0, numViews ); ++ ++ } ++ ++ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + +- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { ++ if ( useMultisample ) { + +- if ( useMultisampledRTT( renderTarget ) ) { ++ multiviewExt.framebufferTextureMultisampleMultiviewOVR( 36160, 33306, webglDepthTexture, 0, samples, 0, numViews ); + +- multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples ); ++ } else { ++ ++ multiviewExt.framebufferTextureMultiviewOVR( 36160, 33306, webglDepthTexture, 0, 0, numViews ); ++ ++ } + + } else { + +- _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); ++ throw new Error( 'Unknown depthTexture format' ); + + } + + } else { + +- throw new Error( 'Unknown depthTexture format' ); ++ if ( renderTarget.depthTexture.format === DepthFormat ) { ++ ++ if ( useMultisampledRTT( renderTarget ) ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); ++ ++ } ++ ++ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { ++ ++ if ( useMultisampledRTT( renderTarget ) ) { ++ ++ multisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples ); ++ ++ } else { ++ ++ _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); ++ ++ } ++ ++ } else { ++ ++ throw new Error( 'Unknown depthTexture format' ); ++ ++ } + + } + +@@ -24071,7 +24316,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + +- setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); ++ this.setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + +@@ -24108,13 +24353,13 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + if ( colorTexture !== undefined ) { + +- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 ); ++ this.setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 ); + + } + + if ( depthTexture !== undefined ) { + +- setupDepthRenderbuffer( renderTarget ); ++ this.setupDepthRenderbuffer( renderTarget ); + + } + +@@ -24294,6 +24539,12 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + } + ++ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) { ++ ++ glTextureType = 35866; ++ ++ } ++ + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType ); +@@ -24310,9 +24561,9 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + // Setup depth and stencil buffers + +- if ( renderTarget.depthBuffer ) { ++ if ( renderTarget.depthBuffer || renderTarget.isWebGLMultiviewRenderTarget === true ) { + +- setupDepthRenderbuffer( renderTarget ); ++ this.setupDepthRenderbuffer( renderTarget ); + + } + +@@ -24446,6 +24697,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + + state.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer ); + ++ + } + + } +@@ -24548,12 +24800,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.rebindTextures = rebindTextures; ++ this.uploadTexture = uploadTexture; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; ++ this.setupDepthTexture = setupDepthTexture; + this.setupDepthRenderbuffer = setupDepthRenderbuffer; + this.setupFrameBufferTexture = setupFrameBufferTexture; + this.useMultisampledRTT = useMultisampledRTT; ++ this.runDeferredUploads = runDeferredUploads; + + } + +@@ -24831,6 +25086,104 @@ function WebGLUtils( gl, extensions, capabilities ) { + + } + ++/** ++ * @author fernandojsg / http://fernandojsg.com ++ * @author Takahiro https://github.com/takahirox ++ */ ++ ++ ++class WebGLMultiview { ++ ++ constructor( renderer, extensions, gl ) { ++ ++ this.renderer = renderer; ++ ++ this.DEFAULT_NUMVIEWS = 2; ++ this.maxNumViews = 0; ++ this.gl = gl; ++ ++ this.extensions = extensions; ++ ++ this.available = this.extensions.has( 'OCULUS_multiview' ); ++ ++ if ( this.available ) { ++ ++ const extension = this.extensions.get( 'OCULUS_multiview' ); ++ ++ this.maxNumViews = this.gl.getParameter( extension.MAX_VIEWS_OVR ); ++ ++ this.mat4 = []; ++ this.mat3 = []; ++ this.cameraArray = []; ++ ++ for ( var i = 0; i < this.maxNumViews; i ++ ) { ++ ++ this.mat4[ i ] = new Matrix4(); ++ this.mat3[ i ] = new Matrix3(); ++ ++ } ++ ++ } ++ ++ } ++ ++ // ++ getCameraArray( camera ) { ++ ++ if ( camera.isArrayCamera ) return camera.cameras; ++ ++ this.cameraArray[ 0 ] = camera; ++ ++ return this.cameraArray; ++ ++ } ++ ++ updateCameraProjectionMatricesUniform( camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].copy( cameras[ i ].projectionMatrix ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'projectionMatrices', this.mat4 ); ++ ++ } ++ ++ updateCameraViewMatricesUniform( camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].copy( cameras[ i ].matrixWorldInverse ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'viewMatrices', this.mat4 ); ++ ++ } ++ ++ updateObjectMatricesUniforms( object, camera, uniforms ) { ++ ++ var cameras = this.getCameraArray( camera ); ++ ++ for ( var i = 0; i < cameras.length; i ++ ) { ++ ++ this.mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld ); ++ this.mat3[ i ].getNormalMatrix( this.mat4[ i ] ); ++ ++ } ++ ++ uniforms.setValue( this.gl, 'modelViewMatrices', this.mat4 ); ++ uniforms.setValue( this.gl, 'normalMatrices', this.mat3 ); ++ ++ } ++ ++} ++ + class ArrayCamera extends PerspectiveCamera { + + constructor( array = [] ) { +@@ -25228,7 +25581,7 @@ class DepthTexture extends Texture { + + class WebXRManager extends EventDispatcher { + +- constructor( renderer, gl ) { ++ constructor( renderer, gl, extensions, useMultiview ) { + + super(); + +@@ -25283,6 +25636,7 @@ class WebXRManager extends EventDispatcher { + this.enabled = false; + + this.isPresenting = false; ++ this.isMultiview = false; + + this.getController = function ( index ) { + +@@ -25519,29 +25873,51 @@ class WebXRManager extends EventDispatcher { + + } + ++ scope.isMultiview = useMultiview && extensions.has( 'OCULUS_multiview' ); ++ + const projectionlayerInit = { + colorFormat: 32856, + depthFormat: glDepthFormat, + scaleFactor: framebufferScaleFactor + }; + ++ if ( scope.isMultiview ) { ++ ++ projectionlayerInit.textureType = 'texture-array'; ++ ++ } ++ + glBinding = new XRWebGLBinding( session, gl ); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + +- newRenderTarget = new WebGLRenderTarget( +- glProjLayer.textureWidth, +- glProjLayer.textureHeight, +- { +- format: RGBAFormat, +- type: UnsignedByteType, +- depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), +- stencilBuffer: attributes.stencil, +- encoding: renderer.outputEncoding, +- samples: attributes.antialias ? 4 : 0 +- } ); ++ const rtOptions = { ++ format: RGBAFormat, ++ type: UnsignedByteType, ++ depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), ++ stencilBuffer: attributes.stencil, ++ encoding: renderer.outputEncoding, ++ samples: attributes.antialias ? 4 : 0 ++ }; ++ ++ if ( scope.isMultiview ) { ++ ++ const extension = extensions.get( 'OCULUS_multiview' ); ++ ++ this.maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR ); ++ ++ newRenderTarget = new WebGLMultiviewRenderTarget( glProjLayer.textureWidth, glProjLayer.textureHeight, 2, rtOptions ); ++ ++ } else { ++ ++ newRenderTarget = new WebGLRenderTarget( ++ glProjLayer.textureWidth, ++ glProjLayer.textureHeight, ++ rtOptions ); ++ ++ } + + const renderTargetProperties = renderer.properties.get( newRenderTarget ); + renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; +@@ -25861,7 +26237,6 @@ class WebXRManager extends EventDispatcher { + + const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); + viewport = glSubImage.viewport; +- + // For side-by-side projection, we only produce a single texture for both eyes. + if ( i === 0 ) { + +@@ -27109,7 +27484,8 @@ function WebGLRenderer( parameters = {} ) { + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', +- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; ++ _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false, ++ _multiviewStereo = parameters.multiviewStereo !== undefined ? parameters.multiviewStereo : false; + + let _alpha; + +@@ -27323,6 +27699,7 @@ function WebGLRenderer( parameters = {} ) { + let extensions, capabilities, state, info; + let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; ++ let multiview; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + +@@ -27356,6 +27733,7 @@ function WebGLRenderer( parameters = {} ) { + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions, capabilities ); + background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha ); ++ multiview = new WebGLMultiview( _this, extensions, _gl ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + +@@ -27378,9 +27756,7 @@ function WebGLRenderer( parameters = {} ) { + + // xr + +- const xr = new WebXRManager( _this, _gl ); +- +- this.xr = xr; ++ this.xr = new WebXRManager( _this, _gl, extensions, _multiviewStereo ); + + // API + +@@ -27434,7 +27810,7 @@ function WebGLRenderer( parameters = {} ) { + + this.setSize = function ( width, height, updateStyle = true ) { + +- if ( xr.isPresenting ) { ++ if ( this.xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; +@@ -27626,10 +28002,10 @@ function WebGLRenderer( parameters = {} ) { + uniformsGroups.dispose(); + programCache.dispose(); + +- xr.dispose(); ++ this.xr.dispose(); + +- xr.removeEventListener( 'sessionstart', onXRSessionStart ); +- xr.removeEventListener( 'sessionend', onXRSessionEnd ); ++ this.xr.removeEventListener( 'sessionstart', onXRSessionStart ); ++ this.xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + if ( _transmissionRenderTarget ) { + +@@ -27972,14 +28348,16 @@ function WebGLRenderer( parameters = {} ) { + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; +- xr.setAnimationLoop( callback ); ++ this.xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + +- xr.addEventListener( 'sessionstart', onXRSessionStart ); +- xr.addEventListener( 'sessionend', onXRSessionEnd ); ++ this.animation = animation; ++ ++ this.xr.addEventListener( 'sessionstart', onXRSessionStart ); ++ this.xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + +@@ -28002,11 +28380,11 @@ function WebGLRenderer( parameters = {} ) { + + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + +- if ( xr.enabled === true && xr.isPresenting === true ) { ++ if ( this.xr.enabled === true && this.xr.isPresenting === true ) { + +- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); ++ if ( this.xr.cameraAutoUpdate === true ) this.xr.updateCamera( camera ); + +- camera = xr.getCamera(); // use XR camera for rendering ++ camera = this.xr.getCamera(); // use XR camera for rendering + + } + +@@ -28063,13 +28441,24 @@ function WebGLRenderer( parameters = {} ) { + + if ( camera.isArrayCamera ) { + +- const cameras = camera.cameras; + +- for ( let i = 0, l = cameras.length; i < l; i ++ ) { ++ if ( this.xr.enabled && this.xr.isMultiview ) { + +- const camera2 = cameras[ i ]; ++ textures.deferTextureUploads = true; + +- renderScene( currentRenderList, scene, camera2, camera2.viewport ); ++ renderScene( currentRenderList, scene, camera, camera.cameras[ 0 ].viewport ); ++ ++ } else { ++ ++ const cameras = camera.cameras; ++ ++ for ( let i = 0, l = cameras.length; i < l; i ++ ) { ++ ++ const camera2 = cameras[ i ]; ++ ++ renderScene( currentRenderList, scene, camera2, camera2.viewport ); ++ ++ } + + } + +@@ -28097,6 +28486,7 @@ function WebGLRenderer( parameters = {} ) { + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + ++ textures.runDeferredUploads(); + // _gl.finish(); + + bindingStates.resetDefaultState(); +@@ -28493,6 +28883,7 @@ function WebGLRenderer( parameters = {} ) { + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; ++ materialProperties.numMultiviewViews = parameters.numMultiviewViews; + + } + +@@ -28513,6 +28904,8 @@ function WebGLRenderer( parameters = {} ) { + const morphColors = !! geometry.morphAttributes.color; + const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; + ++ const numMultiviewViews = _currentRenderTarget && _currentRenderTarget.isWebGLMultiviewRenderTarget ? _currentRenderTarget.numViews : 0; ++ + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + +@@ -28608,6 +29001,10 @@ function WebGLRenderer( parameters = {} ) { + + needsProgramChange = true; + ++ } else if ( materialProperties.numMultiviewViews !== numMultiviewViews ) { ++ ++ needsProgramChange = true; ++ + } + + } else { +@@ -28652,7 +29049,15 @@ function WebGLRenderer( parameters = {} ) { + + if ( refreshProgram || _currentCamera !== camera ) { + +- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); ++ ++ } + + if ( capabilities.logarithmicDepthBuffer ) { + +@@ -28714,7 +29119,15 @@ function WebGLRenderer( parameters = {} ) { + material.isShadowMaterial || + object.isSkinnedMesh ) { + +- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateCameraViewMatricesUniform( camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); ++ ++ } + + } + +@@ -28823,8 +29236,17 @@ function WebGLRenderer( parameters = {} ) { + + // common matrices + +- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); +- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); ++ if ( program.numMultiviewViews > 0 ) { ++ ++ multiview.updateObjectMatricesUniforms( object, camera, p_uniforms ); ++ ++ } else { ++ ++ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); ++ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); ++ ++ } ++ + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs +@@ -28908,20 +29330,16 @@ function WebGLRenderer( parameters = {} ) { + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__hasExternalTextures = true; + +- if ( renderTargetProperties.__hasExternalTextures ) { +- +- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; ++ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; + +- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) { ++ if ( ! renderTargetProperties.__autoAllocateDepthBuffer && ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) { + +- // The multisample_render_to_texture extension doesn't work properly if there +- // are midframe flushes and an external depth buffer. Disable use of the extension. +- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { ++ // The multisample_render_to_texture extension doesn't work properly if there ++ // are midframe flushes and an external depth buffer. Disable use of the extension. ++ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { + +- console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); +- renderTargetProperties.__useRenderToTexture = false; +- +- } ++ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); ++ renderTargetProperties.__useRenderToTexture = false; + + } + +@@ -50438,4 +50856,4 @@ if ( typeof window !== 'undefined' ) { + + } + +-export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleBufferGeometry, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Float64BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, TwoPassDoubleSide, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL1Renderer, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, _SRGBAFormat, sRGBEncoding }; ++export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleBufferGeometry, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Float64BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, TwoPassDoubleSide, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL1Renderer, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLMultiviewRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, _SRGBAFormat, sRGBEncoding };